Box2D  2.4.1
A 2D physics engine for games
b2_world_callbacks.h
1 // MIT License
2 
3 // Copyright (c) 2019 Erin Catto
4 
5 // Permission is hereby granted, free of charge, to any person obtaining a copy
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12 // The above copyright notice and this permission notice shall be included in all
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21 // SOFTWARE.
22 
23 #ifndef B2_WORLD_CALLBACKS_H
24 #define B2_WORLD_CALLBACKS_H
25 
26 #include "b2_api.h"
27 #include "b2_settings.h"
28 
29 struct b2Vec2;
30 struct b2Transform;
31 class b2Fixture;
32 class b2Body;
33 class b2Joint;
34 class b2Contact;
35 struct b2ContactResult;
36 struct b2Manifold;
37 
42 {
43 public:
44  virtual ~b2DestructionListener() {}
45 
48  virtual void SayGoodbye(b2Joint* joint) = 0;
49 
52  virtual void SayGoodbye(b2Fixture* fixture) = 0;
53 };
54 
57 class B2_API b2ContactFilter
58 {
59 public:
60  virtual ~b2ContactFilter() {}
61 
64  virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
65 };
66 
70 struct B2_API b2ContactImpulse
71 {
72  float normalImpulses[b2_maxManifoldPoints];
73  float tangentImpulses[b2_maxManifoldPoints];
74  int32 count;
75 };
76 
86 class B2_API b2ContactListener
87 {
88 public:
89  virtual ~b2ContactListener() {}
90 
92  virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
93 
95  virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
96 
107  virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
108  {
109  B2_NOT_USED(contact);
110  B2_NOT_USED(oldManifold);
111  }
112 
119  virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
120  {
121  B2_NOT_USED(contact);
122  B2_NOT_USED(impulse);
123  }
124 };
125 
128 class B2_API b2QueryCallback
129 {
130 public:
131  virtual ~b2QueryCallback() {}
132 
135  virtual bool ReportFixture(b2Fixture* fixture) = 0;
136 };
137 
140 class B2_API b2RayCastCallback
141 {
142 public:
143  virtual ~b2RayCastCallback() {}
144 
157  virtual float ReportFixture( b2Fixture* fixture, const b2Vec2& point,
158  const b2Vec2& normal, float fraction) = 0;
159 };
160 
161 #endif
b2Vec2
A 2D column vector.
Definition: b2_math.h:41
b2ContactListener::PreSolve
virtual void PreSolve(b2Contact *contact, const b2Manifold *oldManifold)
Definition: b2_world_callbacks.h:107
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:128
b2_settings.h
b2ContactListener
Definition: b2_world_callbacks.h:86
b2Transform
Definition: b2_math.h:338
b2ContactListener::BeginContact
virtual void BeginContact(b2Contact *contact)
Called when two fixtures begin to touch.
Definition: b2_world_callbacks.h:92
b2Manifold
Definition: b2_collision.h:99
b2QueryCallback
Definition: b2_world_callbacks.h:128
b2ContactListener::PostSolve
virtual void PostSolve(b2Contact *contact, const b2ContactImpulse *impulse)
Definition: b2_world_callbacks.h:119
b2_maxManifoldPoints
#define b2_maxManifoldPoints
Definition: b2_common.h:51
b2ContactListener::EndContact
virtual void EndContact(b2Contact *contact)
Called when two fixtures cease to touch.
Definition: b2_world_callbacks.h:95
b2Fixture
Definition: b2_fixture.h:116
b2ContactImpulse
Definition: b2_world_callbacks.h:70
b2Contact
Definition: b2_contact.h:88
b2RayCastCallback
Definition: b2_world_callbacks.h:140
b2ContactFilter
Definition: b2_world_callbacks.h:57
b2Joint
Definition: b2_joint.h:110
b2DestructionListener
Definition: b2_world_callbacks.h:41