57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics2D/Collider2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <chipmunk/chipmunk.h>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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Collider2D::~Collider2D() = default;
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/******************************** CircleCollider2D *********************************/
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CircleCollider2D::CircleCollider2D(float radius, const Vector2f& offset) :
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m_offset(offset),
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m_radius(radius)
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{
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}
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float CircleCollider2D::ComputeInertialMatrix(float mass) const
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{
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return cpMomentForCircle(mass, 0.f, m_radius, cpv(m_offset.x, m_offset.y));
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}
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ColliderType2D CircleCollider2D::GetType() const
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{
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return ColliderType2D_Circle;
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}
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std::vector<cpShape*> CircleCollider2D::CreateShapes(RigidBody2D* body) const
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{
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std::vector<cpShape*> shapes;
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shapes.push_back(cpCircleShapeNew(body->GetHandle(), m_radius, cpv(m_offset.x, m_offset.y)));
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return shapes;
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}
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/********************************* NullCollider2D **********************************/
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ColliderType2D NullCollider2D::GetType() const
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{
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return ColliderType2D_Null;
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}
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float NullCollider2D::ComputeInertialMatrix(float mass) const
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{
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return 0.f;
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}
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std::vector<cpShape*> NullCollider2D::CreateShapes(RigidBody2D* body) const
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{
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return std::vector<cpShape*>();
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}
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}
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