reactphysics3d/src/engine/EventListener.h
Daniel Chappuis 7ce44f9775 Fix warnings
2015-08-17 06:44:26 +02:00

80 lines
3.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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 "constraint/ContactPoint.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 :
/// Constructor
EventListener() {}
/// Destructor
virtual ~EventListener() {}
/// Called when a new contact point is found between two bodies that were separated before
/**
* @param contact Information about the contact
*/
virtual void beginContact(const ContactPointInfo& contact) {};
/// Called when a new contact point is found between two bodies
/**
* @param contact Information about the contact
*/
virtual void newContact(const ContactPointInfo& contact) {}
/// 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() {}
/// 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