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

 * Copyright (c) 2006-2013 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;

	 * 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;


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

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