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Diffstat (limited to 'tests/box2d/Box2D/Dynamics/b2WorldCallbacks.h')
-rwxr-xr-x | tests/box2d/Box2D/Dynamics/b2WorldCallbacks.h | 163 |
1 files changed, 163 insertions, 0 deletions
diff --git a/tests/box2d/Box2D/Dynamics/b2WorldCallbacks.h b/tests/box2d/Box2D/Dynamics/b2WorldCallbacks.h new file mode 100755 index 00000000..a64c1abe --- /dev/null +++ b/tests/box2d/Box2D/Dynamics/b2WorldCallbacks.h @@ -0,0 +1,163 @@ +/*
+* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
+*
+* 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 B2_WORLD_CALLBACKS_H
+#define B2_WORLD_CALLBACKS_H
+
+#include <Box2D/Common/b2Settings.h>
+
+struct b2Vec2;
+struct b2Transform;
+class b2Fixture;
+class b2Body;
+class b2Joint;
+class b2Contact;
+struct b2ContactResult;
+struct b2Manifold;
+
+/// Joints and fixtures are destroyed when their associated
+/// body is destroyed. Implement this listener so that you
+/// may nullify references to these joints and shapes.
+// emscripten - b2DestructionListener: add constructor and make virtual functions non-pure
+class b2DestructionListener
+{
+public:
+ b2DestructionListener() {}
+ virtual ~b2DestructionListener() {}
+
+ /// Called when any joint is about to be destroyed due
+ /// to the destruction of one of its attached bodies.
+ virtual void SayGoodbye(b2Joint* joint) {}
+
+ /// Called when any fixture is about to be destroyed due
+ /// to the destruction of its parent body.
+ virtual void SayGoodbye(b2Fixture* fixture) {}
+};
+
+/// Implement this class to provide collision filtering. In other words, you can implement
+/// this class if you want finer control over contact creation.
+class b2ContactFilter
+{
+public:
+ virtual ~b2ContactFilter() {}
+
+ /// Return true if contact calculations should be performed between these two shapes.
+ /// @warning for performance reasons this is only called when the AABBs begin to overlap.
+ virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
+};
+
+/// Contact impulses for reporting. Impulses are used instead of forces because
+/// sub-step forces may approach infinity for rigid body collisions. These
+/// match up one-to-one with the contact points in b2Manifold.
+struct b2ContactImpulse
+{
+ float32 normalImpulses[b2_maxManifoldPoints];
+ float32 tangentImpulses[b2_maxManifoldPoints];
+ int32 count;
+};
+
+/// Implement this class to get contact information. You can use these results for
+/// things like sounds and game logic. You can also get contact results by
+/// traversing the contact lists after the time step. However, you might miss
+/// some contacts because continuous physics leads to sub-stepping.
+/// Additionally you may receive multiple callbacks for the same contact in a
+/// single time step.
+/// You should strive to make your callbacks efficient because there may be
+/// many callbacks per time step.
+/// @warning You cannot create/destroy Box2D entities inside these callbacks.
+// emscripten - b2ContactListener: add constructor and make virtual functions non-pure
+class b2ContactListener
+{
+public:
+ b2ContactListener() {}
+ virtual ~b2ContactListener() {}
+
+ /// Called when two fixtures begin to touch.
+ virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
+
+ /// Called when two fixtures cease to touch.
+ virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
+
+ /// This is called after a contact is updated. This allows you to inspect a
+ /// contact before it goes to the solver. If you are careful, you can modify the
+ /// contact manifold (e.g. disable contact).
+ /// A copy of the old manifold is provided so that you can detect changes.
+ /// Note: this is called only for awake bodies.
+ /// Note: this is called even when the number of contact points is zero.
+ /// Note: this is not called for sensors.
+ /// Note: if you set the number of contact points to zero, you will not
+ /// get an EndContact callback. However, you may get a BeginContact callback
+ /// the next step.
+ virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
+ {
+ B2_NOT_USED(contact);
+ B2_NOT_USED(oldManifold);
+ }
+
+ /// This lets you inspect a contact after the solver is finished. This is useful
+ /// for inspecting impulses.
+ /// Note: the contact manifold does not include time of impact impulses, which can be
+ /// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
+ /// in a separate data structure.
+ /// Note: this is only called for contacts that are touching, solid, and awake.
+ virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
+ {
+ B2_NOT_USED(contact);
+ B2_NOT_USED(impulse);
+ }
+};
+
+/// Callback class for AABB queries.
+/// See b2World::Query
+// emscripten - b2QueryCallback: add constructor and make virtual functions non-pure
+class b2QueryCallback
+{
+public:
+ b2QueryCallback() {}
+ virtual ~b2QueryCallback() {}
+
+ /// Called for each fixture found in the query AABB.
+ /// @return false to terminate the query.
+ virtual bool ReportFixture(b2Fixture* fixture) { return false; }
+};
+
+/// Callback class for ray casts.
+/// See b2World::RayCast
+// emscripten - b2RayCastCallback: add constructor and make virtual functions non-pure
+class b2RayCastCallback
+{
+public:
+ b2RayCastCallback() {}
+ virtual ~b2RayCastCallback() {}
+
+ /// Called for each fixture found in the query. You control how the ray cast
+ /// proceeds by returning a float:
+ /// return -1: ignore this fixture and continue
+ /// return 0: terminate the ray cast
+ /// return fraction: clip the ray to this point
+ /// return 1: don't clip the ray and continue
+ /// @param fixture the fixture hit by the ray
+ /// @param point the point of initial intersection
+ /// @param normal the normal vector at the point of intersection
+ /// @return -1 to filter, 0 to terminate, fraction to clip the ray for
+ /// closest hit, 1 to continue
+ virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
+ const b2Vec2& normal, float32 fraction) { return 0; }
+};
+
+#endif
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