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shape.go
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shape.go
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package chipmunk
import (
"math"
"github.com/dataarts/chipmunk/transform"
"github.com/dataarts/chipmunk/vect"
//"fmt"
)
const (
RadianConst = math.Pi / 180
DegreeConst = 180 / math.Pi
)
type Group int
type Layer int
type Shape struct {
DefaultHash
ShapeClass
/// The rigid body this collision shape is attached to.
Body *Body
/// The current bounding box of the shape.
BB AABB
/// Sensor flag.
/// Sensor shapes call collision callbacks but don't produce collisions.
IsSensor bool
/// Coefficient of restitution. (elasticity)
e vect.Float
/// Coefficient of friction.
u vect.Float
/// Surface velocity used when solving for friction.
Surface_v vect.Vect
/// User definable data pointer.
/// Generally this points to your the game object class so you can access it
/// when given a cpShape reference in a callback.
UserData interface{}
/// Collision type of this shape used when picking collision handlers.
//collision_type CollisionType
/// Group of this shape. Shapes in the same group don't collide.
Group Group
// Layer bitmask for this shape. Shapes only collide if the bitwise and of their layers is non-zero.
Layer Layer
space *Space
velocityIndexed bool
}
func newShape() *Shape {
return &Shape{velocityIndexed: true, e: 0.5, u: 0.5, Layer: -1}
}
func (shape *Shape) Velocity() (vect.Vect, bool) {
return shape.Body.v, shape.velocityIndexed
}
func (shape *Shape) SetFriction(friction vect.Float) {
shape.u = friction
}
func (shape *Shape) SetElasticity(e vect.Float) {
shape.e = e
}
func (shape *Shape) Shape() *Shape {
return shape
}
func (shape *Shape) AABB() AABB {
return shape.BB
}
func (shape *Shape) Clone() *Shape {
clone := *shape
cc := &clone
cc.space = nil
cc.DefaultHash.Reset()
cc.Body = nil
cc.ShapeClass = cc.ShapeClass.Clone(cc)
return cc
}
func (shape *Shape) Update() {
//fmt.Println("Rot", shape.Body.rot)
shape.BB = shape.ShapeClass.update(transform.NewTransform(shape.Body.p, shape.Body.a))
}