/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * 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_EVENT_LISTENER_H #define REACTPHYSICS3D_EVENT_LISTENER_H // Libraries #include "collision/CollisionCallback.h" namespace reactphysics3d { // Class EventListener /** * This class can be used to receive event callbacks from the physics engine. * In order to receive callbacks, you need to create a new class that inherits from * this one and you must override the methods you need. Then, you need to register your * new event listener class to the physics world using the DynamicsWorld::setEventListener() * method. */ class EventListener : public CollisionCallback { public : /// Constructor EventListener() = default; /// Destructor virtual ~EventListener() override = default; /// Called when some contacts occur /** * @param collisionInfo Information about the contacts */ virtual void onContact(const CollisionCallback::CallbackData& callbackData) override {} // TODO : Remove this method (no internal steps anymore) /// Called at the beginning of an internal tick of the simulation step. /// Each time the DynamicsWorld::update() method is called, the physics /// engine will do several internal simulation steps. This method is /// called at the beginning of each internal simulation step. virtual void beginInternalTick() {} // TODO : Remove this method (no internal steps anymore) /// Called at the end of an internal tick of the simulation step. /// Each time the DynamicsWorld::update() metho is called, the physics /// engine will do several internal simulation steps. This method is /// called at the end of each internal simulation step. virtual void endInternalTick() {} }; } #endif