reactphysics3d/src/collision/CollisionCallback.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
*********************************************************************************
* *
* 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. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_COLLISION_CALLBACK_H
#define REACTPHYSICS3D_COLLISION_CALLBACK_H
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class OverlappingPair;
class ContactManifold;
struct ContactManifoldListElement;
class CollisionBody;
class ProxyShape;
class MemoryManager;
// Class CollisionCallback
/**
* This class can be used to register a callback for collision test queries.
* You should implement your own class inherited from this one and implement
* the notifyContact() method. This method will called each time a contact
* point is reported.
*/
class CollisionCallback {
public:
// Structure CollisionCallbackInfo
/**
* This structure represents the contact information between two collision
* shapes of two bodies
*/
struct CollisionCallbackInfo {
public:
/// Pointer to the first element of the linked-list that contains contact manifolds
ContactManifoldListElement* contactManifoldElements;
/// Pointer to the first body of the contact
CollisionBody* body1;
/// Pointer to the second body of the contact
CollisionBody* body2;
/// Pointer to the proxy shape of first body
const ProxyShape* proxyShape1;
/// Pointer to the proxy shape of second body
const ProxyShape* proxyShape2;
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/// Memory manager
MemoryManager& mMemoryManager;
// Constructor
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CollisionCallbackInfo(OverlappingPair* pair, MemoryManager& memoryManager);
// Destructor
~CollisionCallbackInfo();
};
/// Destructor
virtual ~CollisionCallback() = default;
/// This method will be called for each reported contact point
virtual void notifyContact(const CollisionCallbackInfo& collisionCallbackInfo)=0;
};
}
#endif