#include "b2_edge_polygon_contact.h"
#include "box2d/b2_block_allocator.h"
#include "box2d/b2_fixture.h"
#include <new>
b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
}
void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
{
((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
}
b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
: b2Contact(fixtureA, 0, fixtureB, 0)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
}
void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
{
b2CollideEdgeAndPolygon( manifold,
(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
}