text: /*
  * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
  *
  * 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.
  */
  
  #ifndef B2_EDGE_SHAPE_H
  #define B2_EDGE_SHAPE_H
  
  #include <Box2D/Collision/Shapes/b2Shape.h>
  
  /// A line segment (edge) shape. These can be connected in chains or loops
  /// to other edge shapes. The connectivity information is used to ensure
  /// correct contact normals.
  class b2EdgeShape : public b2Shape
  {
  public:
  	b2EdgeShape();
  
  	/// Set this as an isolated edge.
  	void Set(const b2Vec2& v1, const b2Vec2& v2);
  
  	/// Implement b2Shape.
  	b2Shape* Clone(b2BlockAllocator* allocator) const;
  
  	/// @see b2Shape::GetChildCount
  	int32 GetChildCount() const;
  
  	/// @see b2Shape::TestPoint
  	bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
  
  	/// Implement b2Shape.
  	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
  				const b2Transform& transform, int32 childIndex) const;
  
  	/// @see b2Shape::ComputeAABB
  	void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
  
  	/// @see b2Shape::ComputeMass
  	void ComputeMass(b2MassData* massData, float32 density) const;
  	
  	/// These are the edge vertices
  	b2Vec2 m_vertex1, m_vertex2;
  
  	/// Optional adjacent vertices. These are used for smooth collision.
  	b2Vec2 m_vertex0, m_vertex3;
  	bool m_hasVertex0, m_hasVertex3;
  };
  
  inline b2EdgeShape::b2EdgeShape()
  {
  	m_type = e_edge;
  	m_radius = b2_polygonRadius;
  	m_hasVertex0 = false;
  	m_hasVertex3 = false;
  }
  
  #endif
  