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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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#include <Box2D/Common/b2BlockAllocator.h>
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#include <Box2D/Common/b2Math.h>
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#include <Box2D/Collision/b2Collision.h>
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/// This holds the mass data computed for a shape.
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/// The mass of the shape, usually in kilograms.
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/// The position of the shape's centroid relative to the shape's origin.
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/// The rotational inertia of the shape about the local origin.
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/// A shape is used for collision detection. You can create a shape however you like.
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/// Shapes used for simulation in b2World are created automatically when a b2Fixture
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/// is created. Shapes may encapsulate a one or more child shapes.
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/// Clone the concrete shape using the provided allocator.
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virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
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/// Get the type of this shape. You can use this to down cast to the concrete shape.
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/// @return the shape type.
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/// Get the number of child primitives.
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virtual int32 GetChildCount() const = 0;
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/// Test a point for containment in this shape. This only works for convex shapes.
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/// @param xf the shape world transform.
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/// @param p a point in world coordinates.
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virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
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/// Cast a ray against a child shape.
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/// @param output the ray-cast results.
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/// @param input the ray-cast input parameters.
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/// @param transform the transform to be applied to the shape.
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/// @param childIndex the child shape index
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virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform, int32 childIndex) const = 0;
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/// Given a transform, compute the associated axis aligned bounding box for a child shape.
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/// @param aabb returns the axis aligned box.
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/// @param xf the world transform of the shape.
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/// @param childIndex the child shape
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virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
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/// Compute the mass properties of this shape using its dimensions and density.
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/// The inertia tensor is computed about the local origin.
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/// @param massData returns the mass data for this shape.
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/// @param density the density in kilograms per meter squared.
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virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
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inline b2Shape::Type b2Shape::GetType() const