/* * 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. */ #ifndef B2_WORLD_CALLBACKS_H #define B2_WORLD_CALLBACKS_H #include struct b2Vec2; struct b2Transform; class b2Fixture; class b2Body; class b2Joint; class b2Contact; struct b2ContactPoint; 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. 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; }; /// 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]; }; /// 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); } /// 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; }; /// 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; }; /// Color for debug drawing. Each value has the range [0,1]. struct b2Color { b2Color() {} b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {} void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; } float32 r, g, b; }; /// Implement and register this class with a b2World to provide debug drawing of physics /// entities in your game. class b2DebugDraw { public: b2DebugDraw(); virtual ~b2DebugDraw() {} enum { e_shapeBit = 0x0001, ///< draw shapes e_jointBit = 0x0002, ///< draw joint connections e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes e_pairBit = 0x0008, ///< draw broad-phase pairs e_centerOfMassBit = 0x0010, ///< draw center of mass frame }; /// Set the drawing flags. void SetFlags(uint32 flags); /// Get the drawing flags. uint32 GetFlags() const; /// Append flags to the current flags. void AppendFlags(uint32 flags); /// Clear flags from the current flags. void ClearFlags(uint32 flags); /// Draw a closed polygon provided in CCW order. virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0; /// Draw a solid closed polygon provided in CCW order. virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0; /// Draw a circle. virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0; /// Draw a solid circle. virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0; /// Draw a line segment. virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0; /// Draw a transform. Choose your own length scale. /// @param xf a transform. virtual void DrawTransform(const b2Transform& xf) = 0; protected: uint32 m_drawFlags; }; #endif