/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2019 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_OVERLAP_CALLBACK_H #define REACTPHYSICS3D_OVERLAP_CALLBACK_H // Libraries #include "containers/List.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Declarations class CollisionBody; class CollisionWorld; class ProxyShape; struct Entity; // Class OverlapCallback /** * This class can be used to register a callback for collision overlap queries between bodies. * You should implement your own class inherited from this one and implement the onOverlap() method. */ class OverlapCallback { public: // Class OverlapPair /** * This class represents the contact between two proxy-shapes of the physics world. */ class OverlapPair { private: // -------------------- Attributes -------------------- // /// Pair of overlapping body entities Pair& mOverlapPair; /// Reference to the physics world CollisionWorld& mWorld; // -------------------- Methods -------------------- // /// Constructor OverlapPair(Pair& overlapPair, CollisionWorld& world); public: // -------------------- Methods -------------------- // /// Copy constructor OverlapPair(const OverlapPair& contactPair) = default; /// Assignment operator OverlapPair& operator=(const OverlapPair& contactPair) = default; /// Destructor ~OverlapPair() = default; /// Return a pointer to the first body in contact CollisionBody* getBody1() const; /// Return a pointer to the second body in contact CollisionBody* getBody2() const; // -------------------- Friendship -------------------- // friend class OverlapCallback; }; // Class CallbackData /** * This class contains data about overlap between bodies */ class CallbackData { private: // -------------------- Attributes -------------------- // List>& mOverlapBodies; /// Reference to the physics world CollisionWorld& mWorld; // -------------------- Methods -------------------- // /// Constructor CallbackData(List>& overlapProxyShapes, CollisionWorld& world); /// Deleted copy constructor CallbackData(const CallbackData& callbackData) = delete; /// Deleted assignment operator CallbackData& operator=(const CallbackData& callbackData) = delete; /// Destructor ~CallbackData() = default; public: // -------------------- Methods -------------------- // /// Return the number of overlapping pairs of bodies uint getNbOverlappingPairs() const; /// Return a given overlapping pair of bodies OverlapPair getOverlappingPair(uint index) const; // -------------------- Friendship -------------------- // friend class CollisionDetectionSystem; }; /// Destructor virtual ~OverlapCallback() { } /// This method will be called to report bodies that overlap virtual void onOverlap(CallbackData& callbackData)=0; }; // Return the number of overlapping pairs of bodies inline uint OverlapCallback::CallbackData::getNbOverlappingPairs() const { return mOverlapBodies.size(); } // Return a given overlapping pair of bodies /// Note that the returned OverlapPair object is only valid during the call of the CollisionCallback::onOverlap() /// method. Therefore, you need to get contact data from it and make a copy. Do not make a copy of the OverlapPair /// object itself because it won't be valid after the CollisionCallback::onOverlap() call. inline OverlapCallback::OverlapPair OverlapCallback::CallbackData::getOverlappingPair(uint index) const { assert(index < getNbOverlappingPairs()); return OverlapPair(mOverlapBodies[index], mWorld); } } #endif