/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.physics.box2d;
/**
* A shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in b2World are
* created automatically when a b2Fixture is created.
*
* NOTE: YOU NEED TO DISPOSE SHAPES AFTER YOU NO LONGER USE THEM! E.g. after calling body.createFixture();
* @author mzechner
*
*/
public abstract class Shape {
/**
* Enum describing the type of a shape
* @author mzechner
*
*/
public enum Type {
Circle, Polygon,
};
/** the address of the shape **/
protected long addr;
/**
* Get the type of this shape. You can use this to down cast to the concrete shape.
* @return the shape type.
*/
public abstract Type getType ();
/**
* Returns the radius of this shape
*/
public float getRadius () {
return jniGetRadius(addr);
}
private native float jniGetRadius (long addr);
/**
* Sets the radius of this shape
*/
public void setRadius (float radius) {
jniSetRadius(addr, radius);
}
private native void jniSetRadius (long addr, float radius);
/**
* Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape.
*/
public void dispose () {
jniDispose(addr);
}
private native void jniDispose (long addr);
protected static native int jniGetType (long addr);
// /// Test a point for containment in this shape. This only works for convex shapes.
// /// @param xf the shape world transform.
// /// @param p a point in world coordinates.
// virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
//
// /// Cast a ray against this shape.
// /// @param output the ray-cast results.
// /// @param input the ray-cast input parameters.
// /// @param transform the transform to be applied to the shape.
// virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const = 0;
//
// /// Given a transform, compute the associated axis aligned bounding box for this shape.
// /// @param aabb returns the axis aligned box.
// /// @param xf the world transform of the shape.
// virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf) const = 0;
//
// /// Compute the mass properties of this shape using its dimensions and density.
// /// The inertia tensor is computed about the local origin.
// /// @param massData returns the mass data for this shape.
// /// @param density the density in kilograms per meter squared.
// virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
}