19 #ifndef B2_EDGE_SHAPE_H 20 #define B2_EDGE_SHAPE_H void ComputeMass(b2MassData *massData, float32 density) const
bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const
Implement b2Shape.
bool TestPoint(const b2Transform &transform, const b2Vec2 &p) const
GLenum GLenum GLenum input
int32 GetChildCount() const
GLfloat GLfloat GLfloat v2
b2Vec2 m_vertex0
Optional adjacent vertices. These are used for smooth collision.
GLuint GLenum GLenum transform
b2Shape * Clone(b2BlockAllocator *allocator) const
Implement b2Shape.
An axis aligned bounding box.
b2Vec2 m_vertex1
These are the edge vertices.
void ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const
void Set(const b2Vec2 &v1, const b2Vec2 &v2)
Set this as an isolated edge.
This holds the mass data computed for a shape.