/* * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org * Copyright (c) 2013 Google, Inc. * * 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 struct b2Vec2; struct b2Transform; class b2Fixture; class b2Body; class b2Joint; class b2Contact; class b2ParticleSystem; struct b2ContactResult; struct b2Manifold; class b2ParticleGroup; struct b2ParticleBodyContact; struct b2ParticleContact; /// 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. class b2DestructionListener { public: 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) = 0; /// Called when any fixture is about to be destroyed due /// to the destruction of its parent body. virtual void SayGoodbye(b2Fixture* fixture) = 0; /// Called when any particle group is about to be destroyed. virtual void SayGoodbye(b2ParticleGroup* group) { B2_NOT_USED(group); } /// Called when a particle is about to be destroyed. /// The index can be used in conjunction with /// b2ParticleSystem::GetUserDataBuffer() or /// b2ParticleSystem::GetParticleHandleFromIndex() to determine which /// particle has been destroyed. virtual void SayGoodbye(b2ParticleSystem* particleSystem, int32 index) { B2_NOT_USED(particleSystem); B2_NOT_USED(index); } }; /// 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); /// Return true if contact calculations should be performed between a /// fixture and particle. This is only called if the /// b2_fixtureContactListenerParticle flag is set on the particle. virtual bool ShouldCollide(b2Fixture* fixture, b2ParticleSystem* particleSystem, int32 particleIndex) { B2_NOT_USED(fixture); B2_NOT_USED(particleIndex); B2_NOT_USED(particleSystem); return true; } /// Return true if contact calculations should be performed between two /// particles. This is only called if the /// b2_particleContactListenerParticle flag is set on the particle. virtual bool ShouldCollide(b2ParticleSystem* particleSystem, int32 particleIndexA, int32 particleIndexB) { B2_NOT_USED(particleSystem); B2_NOT_USED(particleIndexA); B2_NOT_USED(particleIndexB); return true; } }; /// 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. class b2ContactListener { public: 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); } /// Called when a fixture and particle start touching if the /// b2_fixtureContactFilterParticle flag is set on the particle. virtual void BeginContact(b2ParticleSystem* particleSystem, b2ParticleBodyContact* particleBodyContact) { B2_NOT_USED(particleSystem); B2_NOT_USED(particleBodyContact); } /// Called when a fixture and particle stop touching if the /// b2_fixtureContactFilterParticle flag is set on the particle. virtual void EndContact(b2Fixture* fixture, b2ParticleSystem* particleSystem, int32 index) { B2_NOT_USED(fixture); B2_NOT_USED(particleSystem); B2_NOT_USED(index); } /// Called when two particles start touching if /// b2_particleContactFilterParticle flag is set on either particle. virtual void BeginContact(b2ParticleSystem* particleSystem, b2ParticleContact* particleContact) { B2_NOT_USED(particleSystem); B2_NOT_USED(particleContact); } /// Called when two particles start touching if /// b2_particleContactFilterParticle flag is set on either particle. virtual void EndContact(b2ParticleSystem* particleSystem, int32 indexA, int32 indexB) { B2_NOT_USED(particleSystem); B2_NOT_USED(indexA); B2_NOT_USED(indexB); } /// 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 class b2QueryCallback { public: virtual ~b2QueryCallback() {} /// Called for each fixture found in the query AABB. /// @return false to terminate the query. virtual bool ReportFixture(b2Fixture* fixture) = 0; /// Called for each particle found in the query AABB. /// @return false to terminate the query. virtual bool ReportParticle(const b2ParticleSystem* particleSystem, int32 index) { B2_NOT_USED(particleSystem); B2_NOT_USED(index); return false; } /// Cull an entire particle system from b2World::QueryAABB. Ignored for /// b2ParticleSystem::QueryAABB. /// @return true if you want to include particleSystem in the AABB query, /// or false to cull particleSystem from the AABB query. virtual bool ShouldQueryParticleSystem( const b2ParticleSystem* particleSystem) { B2_NOT_USED(particleSystem); return true; } }; /// Callback class for ray casts. /// See b2World::RayCast class b2RayCastCallback { public: 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) = 0; /// Called for each particle found in the query. You control how the ray /// cast proceeds by returning a float: /// return <=0: ignore the remaining particles in this particle system /// return fraction: ignore particles that are 'fraction' percent farther /// along the line from 'point1' to 'point2'. Note that 'point1' and /// 'point2' are parameters to b2World::RayCast. /// @param particleSystem the particle system containing the particle /// @param index the index of the particle in particleSystem /// @param point the point of intersection bt the ray and the particle /// @param normal the normal vector at the point of intersection /// @param fraction percent (0.0~1.0) from 'point0' to 'point1' along the /// ray. Note that 'point1' and 'point2' are parameters to /// b2World::RayCast. /// @return <=0 to ignore rest of particle system, fraction to ignore /// particles that are farther away. virtual float32 ReportParticle(const b2ParticleSystem* particleSystem, int32 index, const b2Vec2& point, const b2Vec2& normal, float32 fraction) { B2_NOT_USED(particleSystem); B2_NOT_USED(index); B2_NOT_USED(&point); B2_NOT_USED(&normal); B2_NOT_USED(fraction); return 0; } /// Cull an entire particle system from b2World::RayCast. Ignored in /// b2ParticleSystem::RayCast. /// @return true if you want to include particleSystem in the RayCast, or /// false to cull particleSystem from the RayCast. virtual bool ShouldQueryParticleSystem( const b2ParticleSystem* particleSystem) { B2_NOT_USED(particleSystem); return true; } }; #endif