Box2D
2.4.1
A 2D physics engine for games
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b2_world_callbacks.h
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifndef B2_WORLD_CALLBACKS_H
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#define B2_WORLD_CALLBACKS_H
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#include "b2_api.h"
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#include "
b2_settings.h
"
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struct
b2Vec2
;
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struct
b2Transform
;
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class
b2Fixture
;
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class
b2Body
;
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class
b2Joint
;
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class
b2Contact
;
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struct
b2ContactResult;
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struct
b2Manifold
;
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class
B2_API
b2DestructionListener
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{
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public
:
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virtual
~b2DestructionListener
() {}
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virtual
void
SayGoodbye
(
b2Joint
* joint) = 0;
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virtual
void
SayGoodbye
(
b2Fixture
* fixture) = 0;
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};
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class
B2_API
b2ContactFilter
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{
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public
:
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virtual
~b2ContactFilter
() {}
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virtual
bool
ShouldCollide
(
b2Fixture
* fixtureA,
b2Fixture
* fixtureB);
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};
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struct
B2_API
b2ContactImpulse
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{
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float
normalImpulses[
b2_maxManifoldPoints
];
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float
tangentImpulses[
b2_maxManifoldPoints
];
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int32 count;
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};
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class
B2_API
b2ContactListener
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{
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public
:
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virtual
~b2ContactListener
() {}
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virtual
void
BeginContact
(
b2Contact
* contact) { B2_NOT_USED(contact); }
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virtual
void
EndContact
(
b2Contact
* contact) { B2_NOT_USED(contact); }
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virtual
void
PreSolve
(
b2Contact
* contact,
const
b2Manifold
* oldManifold)
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{
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B2_NOT_USED(contact);
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B2_NOT_USED(oldManifold);
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}
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virtual
void
PostSolve
(
b2Contact
* contact,
const
b2ContactImpulse
* impulse)
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{
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B2_NOT_USED(contact);
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B2_NOT_USED(impulse);
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}
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};
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class
B2_API
b2QueryCallback
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{
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public
:
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virtual
~b2QueryCallback
() {}
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virtual
bool
ReportFixture
(
b2Fixture
* fixture) = 0;
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};
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class
B2_API
b2RayCastCallback
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{
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public
:
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virtual
~b2RayCastCallback
() {}
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virtual
float
ReportFixture
(
b2Fixture
* fixture,
const
b2Vec2
& point,
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const
b2Vec2
& normal,
float
fraction) = 0;
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};
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#endif
b2_maxManifoldPoints
#define b2_maxManifoldPoints
Definition
b2_common.h:51
b2_settings.h
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition
b2_body.h:129
b2ContactFilter
Definition
b2_world_callbacks.h:58
b2ContactFilter::ShouldCollide
virtual bool ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB)
b2Contact
Definition
b2_contact.h:89
b2ContactListener
Definition
b2_world_callbacks.h:87
b2ContactListener::BeginContact
virtual void BeginContact(b2Contact *contact)
Called when two fixtures begin to touch.
Definition
b2_world_callbacks.h:92
b2ContactListener::PreSolve
virtual void PreSolve(b2Contact *contact, const b2Manifold *oldManifold)
Definition
b2_world_callbacks.h:107
b2ContactListener::PostSolve
virtual void PostSolve(b2Contact *contact, const b2ContactImpulse *impulse)
Definition
b2_world_callbacks.h:119
b2ContactListener::EndContact
virtual void EndContact(b2Contact *contact)
Called when two fixtures cease to touch.
Definition
b2_world_callbacks.h:95
b2DestructionListener
Definition
b2_world_callbacks.h:42
b2DestructionListener::SayGoodbye
virtual void SayGoodbye(b2Joint *joint)=0
b2DestructionListener::SayGoodbye
virtual void SayGoodbye(b2Fixture *fixture)=0
b2Fixture
Definition
b2_fixture.h:117
b2Joint
Definition
b2_joint.h:110
b2QueryCallback
Definition
b2_world_callbacks.h:129
b2QueryCallback::ReportFixture
virtual bool ReportFixture(b2Fixture *fixture)=0
b2RayCastCallback
Definition
b2_world_callbacks.h:141
b2RayCastCallback::ReportFixture
virtual float ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float fraction)=0
b2ContactImpulse
Definition
b2_world_callbacks.h:71
b2Manifold
Definition
b2_collision.h:100
b2Transform
Definition
b2_math.h:339
b2Vec2
A 2D column vector.
Definition
b2_math.h:42
include
box2d
b2_world_callbacks.h
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