NazaraEngine/src/Nazara/Physics2D/Collider2D.cpp

57 lines
1.4 KiB
C++

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