1. Robin Wellner
  2. selove


selove / src / modules / physics / box2d / Shape.h

The default branch has multiple heads

* Copyright (c) 2006-2012 LOVE Development Team
* 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.


#include <physics/Shape.h>
#include <physics/box2d/Body.h>
#include <common/Reference.h>

// Box2D
#include <Box2D/Box2D.h>

namespace love
namespace physics
namespace box2d

	* A Shape is geometry, attached to a Body via a Fixture.
	* A Body has position and orientation, and
	* a Shape's geometry will be affected by the parent
	* body's transformation.
	class Shape : public love::physics::Shape
		friend class Fixture;


		// The Box2D shape.
		b2Shape * shape;
		bool own;


		* Creates a Shape.
		Shape(b2Shape * shape, bool own = true);

		virtual ~Shape();

		* Gets the type of Shape. Useful for
		* debug drawing.
		Type getType() const;
		float getRadius() const;
		int getChildCount() const;
		bool testPoint(float x, float y, float r, float px, float py) const;
		int rayCast(lua_State * L) const;
		int computeAABB(lua_State * L) const;
		int computeMass(lua_State * L) const;

} // box2d
} // physics
} // love