reactphysics3d/src/collision/OverlapCallback.cpp
2019-06-25 23:26:06 +02:00

54 lines
2.9 KiB
C++

/********************************************************************************
* 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<Entity, Entity>& overlapPair, CollisionWorld& world)
: mOverlapPair(overlapPair), mWorld(world) {
}
// Return a pointer to the first body in contact
CollisionBody* OverlapCallback::OverlapPair::getBody1() const {
return static_cast<CollisionBody*>(mWorld.mBodyComponents.getBody(mOverlapPair.first));
}
// Return a pointer to the second body in contact
CollisionBody* OverlapCallback::OverlapPair::getBody2() const {
return static_cast<CollisionBody*>(mWorld.mBodyComponents.getBody(mOverlapPair.second));
}
// CollisionCallbackData Constructor
OverlapCallback::CallbackData::CallbackData(List<Pair<Entity, Entity>>& overlapBodies, CollisionWorld& world)
:mOverlapBodies(overlapBodies), mWorld(world) {
}