1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- /*
- * Farseer Physics Engine based on Box2D.XNA port:
- * Copyright (c) 2010 Ian Qvist
- *
- * Box2D.XNA port of Box2D:
- * Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
- *
- * Original source Box2D:
- * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
- *
- * 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.
- */
- using FarseerPhysics.Collision;
- using FarseerPhysics.Controllers;
- using FarseerPhysics.Dynamics.Contacts;
- using FarseerPhysics.Dynamics.Joints;
- using Microsoft.Xna.Framework;
- namespace FarseerPhysics.Dynamics
- {
- /// <summary>
- /// Called for each fixture found in the query. You control how the ray cast
- /// proceeds by returning a float:
- /// <returns>-1 to filter, 0 to terminate, fraction to clip the ray for closest hit, 1 to continue</returns>
- /// </summary>
- public delegate float RayCastCallback(Fixture fixture, Vector2 point, Vector2 normal, float fraction);
- /// <summary>
- /// This delegate is called when a contact is deleted
- /// </summary>
- public delegate void EndContactDelegate(Contact contact);
- /// <summary>
- /// This delegate is called when a contact is created
- /// </summary>
- public delegate bool BeginContactDelegate(Contact contact);
- public delegate void PreSolveDelegate(Contact contact, ref Manifold oldManifold);
- public delegate void PostSolveDelegate(Contact contact, ContactConstraint impulse);
- public delegate void FixtureDelegate(Fixture fixture);
- public delegate void JointDelegate(Joint joint);
- public delegate void BodyDelegate(Body body);
- public delegate void ControllerDelegate(Controller controller);
- public delegate bool CollisionFilterDelegate(Fixture fixtureA, Fixture fixtureB);
- public delegate void BroadphaseDelegate(ref FixtureProxy proxyA, ref FixtureProxy proxyB);
- public delegate bool BeforeCollisionEventHandler(Fixture fixtureA, Fixture fixtureB);
- public delegate bool OnCollisionEventHandler(Fixture fixtureA, Fixture fixtureB, Contact contact);
- public delegate void AfterCollisionEventHandler(Fixture fixtureA, Fixture fixtureB, Contact contact);
- public delegate void OnSeparationEventHandler(Fixture fixtureA, Fixture fixtureB);
- }
|