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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.

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/*******************************************************************************
 * Copyright (c) 2011, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 	* Redistributions of source code must retain the above copyright notice,
 * 	  this list of conditions and the following disclaimer.
 * 	* Redistributions in binary form must reproduce the above copyright notice,
 * 	  this list of conditions and the following disclaimer in the documentation
 * 	  and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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/*
 * JBox2D - A Java Port of Erin Catto's Box2D
 * 
 * JBox2D homepage: http://jbox2d.sourceforge.net/
 * Box2D homepage: http://www.box2d.org
 * 
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * 
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.jbox2d.collision.shapes;

import org.jbox2d.collision.AABB;
import org.jbox2d.collision.RayCastInput;
import org.jbox2d.collision.RayCastOutput;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;

// Updated to rev 100

/**
 * A shape is used for collision detection. You can create a shape however you like.
 * Shapes used for simulation in World are created automatically when a Fixture
 * is created.  Shapes may encapsulate a one or more child shapes.
 */
public abstract class Shape {

	public ShapeType m_type;
	public float m_radius;

	public Shape() {
		m_type = ShapeType.UNKNOWN;
	}
	
	/**
	 * Get the type of this shape. You can use this to down cast to the concrete shape.
	 * @return the shape type.
	 */
	public ShapeType getType() {
		return m_type;
	}

	/**
	 * 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.
	 */
	public abstract boolean testPoint( final Transform xf, final Vec2 p);

	/**
	 * Cast a ray against a child shape.
	 * @param argOutput the ray-cast results.
	 * @param argInput the ray-cast input parameters.
	 * @param argTransform the transform to be applied to the shape.
	 * @param argChildIndex the child shape index
	 * @return if hit
	 */
	public abstract boolean raycast( RayCastOutput argOutput, RayCastInput argInput, Transform argTransform);


	/**
	 * Given a transform, compute the associated axis aligned bounding box for a child shape.
	 * @param argAabb returns the axis aligned box.
	 * @param argXf the world transform of the shape.
	 */
	public abstract void computeAABB(final AABB argAabb, final Transform argXf);

	/**
	 * 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.
	 */
	public abstract void computeMass(final MassData massData, final float density);
	
	
	/*
	 * Compute the volume and centroid of this shape intersected with a half plane
	 * @param normal the surface normal
	 * @param offset the surface offset along normal
	 * @param xf the shape transform
	 * @param c returns the centroid
	 * @return the total volume less than offset along normal
	 *
	public abstract float computeSubmergedArea(Vec2 normal,
									  float offset,
									  Transform xf, 
									  Vec2 c);*/
	
	
	public abstract Shape clone();
}




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