reactphysics3d/src/collision/OverlapCallback.h
2019-07-01 08:42:27 +02:00

58 lines
2.6 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 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_OVERLAP_CALLBACK_H
#define REACTPHYSICS3D_OVERLAP_CALLBACK_H
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class CollisionBody;
// Class OverlapCallback
/**
* This class can be used to register a callback for collision overlap queries.
* You should implement your own class inherited from this one and implement
* the notifyOverlap() method. This method will called each time a contact
* point is reported.
*/
class OverlapCallback {
public:
/// Destructor
virtual ~OverlapCallback() {
}
/// This method will be called for each reported overlapping bodies
virtual void notifyOverlap(CollisionBody* collisionBody)=0;
};
}
#endif