/**
* Copyright (c) 2006-2011 LOVE Development Team
* 
* 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.
**/

#include "CircleShape.h"

// Module
#include "Body.h"
#include "World.h"

namespace love
{
namespace physics
{
namespace box2d
{
	CircleShape::CircleShape(Body * body, b2CircleDef * def)
		: Shape(body)
	{
		def->localPosition = body->world->scaleDown(def->localPosition);
		def->radius = body->world->scaleDown(def->radius);
		radius = def->radius;
		this->localPosition = def->localPosition;

		def->userData = (void*)data;
		shape = body->body->CreateShape(def);
	}

	CircleShape::~CircleShape()
	{
	}

	float CircleShape::getRadius() const
	{
		return body->world->scaleUp(radius);
	}

	void CircleShape::getLocalCenter(float & x, float & y) const
	{
		x = localPosition.x;
		y = localPosition.y;
		body->world->scaleUp(x, y);
	}

	void CircleShape::getWorldCenter(float & x, float & y) const
	{
		b2Vec2 worldCenter = body->body->GetWorldPoint(localPosition);
		worldCenter = body->world->scaleUp(worldCenter);
		x = worldCenter.x;
		y = worldCenter.y;
	}

} // box2d
} // physics
} // love
