80 lines
3.7 KiB
C++
80 lines
3.7 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 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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#ifndef REACTPHYSICS3D_EVENT_LISTENER_H
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#define REACTPHYSICS3D_EVENT_LISTENER_H
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// Libraries
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#include "constraint/ContactPoint.h"
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namespace reactphysics3d {
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// Class EventListener
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/**
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* This class can be used to receive event callbacks from the physics engine.
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* In order to receive callbacks, you need to create a new class that inherits from
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* this one and you must override the methods you need. Then, you need to register your
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* new event listener class to the physics world using the DynamicsWorld::setEventListener()
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* method.
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*/
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class EventListener {
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public :
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/// Constructor
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EventListener() {}
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/// Destructor
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virtual ~EventListener() {}
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/// Called when a new contact point is found between two bodies that were separated before
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/**
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* @param contact Information about the contact
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*/
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virtual void beginContact(const ContactPointInfo& contact) {};
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/// Called when a new contact point is found between two bodies
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/**
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* @param contact Information about the contact
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*/
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virtual void newContact(const ContactPointInfo& contact) {}
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/// Called at the beginning of an internal tick of the simulation step.
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/// Each time the DynamicsWorld::update() method is called, the physics
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/// engine will do several internal simulation steps. This method is
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/// called at the beginning of each internal simulation step.
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virtual void beginInternalTick() {}
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/// Called at the end of an internal tick of the simulation step.
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/// Each time the DynamicsWorld::update() metho is called, the physics
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/// engine will do several internal simulation steps. This method is
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/// called at the end of each internal simulation step.
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virtual void endInternalTick() {}
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};
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}
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#endif
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