/* Copyright (c) 2015 Alex Diener 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. Alex Diener alex@ludobloom.com */ #ifndef __CollisionCircle_H__ #define __CollisionCircle_H__ #ifdef __cplusplus extern "C" { #endif typedef struct CollisionCircle CollisionCircle; #define CollisionCircle_superclass CollisionObject #include "collision/CollisionObject.h" #include "gamemath/Vector2x.h" #define CollisionCircle_ivars \ CollisionObject_ivars \ \ Vector2x position; \ Vector2x lastPosition; \ fixed16_16 radius; #define CollisionCircle_vtable(self_type) \ CollisionObject_vtable(self_type) stemobject_declare(CollisionCircle) // position is the center of the circle. // radius extends the circle outward from position. CollisionCircle * CollisionCircle_create(void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, Vector2x position, fixed16_16 radius); bool CollisionCircle_init(CollisionCircle * self, void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, Vector2x position, fixed16_16 radius); void CollisionCircle_dispose(CollisionCircle * self); void CollisionCircle_updatePosition(CollisionCircle * self, Vector2x newPosition); CollisionObject_shapeType CollisionCircle_getShapeType(CollisionCircle * self); void CollisionCircle_interpolate(CollisionCircle * self, fixed16_16 amount); bool CollisionCircle_isStationary(CollisionCircle * self); Box6x CollisionCircle_getCollisionBounds(CollisionCircle * self); #ifdef __cplusplus } #endif #endif