/******************************************************************************** * 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. * * * ********************************************************************************/ // Libraries #include "collision/OverlapCallback.h" #include "engine/CollisionWorld.h" // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Contact Pair Constructor OverlapCallback::OverlapPair::OverlapPair(Pair& overlapPair, CollisionWorld& world) : mOverlapPair(overlapPair), mWorld(world) { } // Return a pointer to the first body in contact CollisionBody* OverlapCallback::OverlapPair::getBody1() const { return static_cast(mWorld.mBodyComponents.getBody(mOverlapPair.first)); } // Return a pointer to the second body in contact CollisionBody* OverlapCallback::OverlapPair::getBody2() const { return static_cast(mWorld.mBodyComponents.getBody(mOverlapPair.second)); } // CollisionCallbackData Constructor OverlapCallback::CallbackData::CallbackData(List>& overlapBodies, CollisionWorld& world) :mOverlapBodies(overlapBodies), mWorld(world) { }