54 lines
2.9 KiB
C++
54 lines
2.9 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "collision/OverlapCallback.h"
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#include "engine/CollisionWorld.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Contact Pair Constructor
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OverlapCallback::OverlapPair::OverlapPair(Pair<Entity, Entity>& overlapPair, CollisionWorld& world)
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: mOverlapPair(overlapPair), mWorld(world) {
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}
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// Return a pointer to the first body in contact
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CollisionBody* OverlapCallback::OverlapPair::getBody1() const {
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return static_cast<CollisionBody*>(mWorld.mBodyComponents.getBody(mOverlapPair.first));
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}
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// Return a pointer to the second body in contact
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CollisionBody* OverlapCallback::OverlapPair::getBody2() const {
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return static_cast<CollisionBody*>(mWorld.mBodyComponents.getBody(mOverlapPair.second));
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}
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// CollisionCallbackData Constructor
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OverlapCallback::CallbackData::CallbackData(List<Pair<Entity, Entity>>& overlapBodies, CollisionWorld& world)
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:mOverlapBodies(overlapBodies), mWorld(world) {
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}
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