/**************************************************************************** Copyright (c) 2013 cocos2d-x.org http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "CCPhysicsSetting.h" #ifdef CC_USE_PHYSICS #ifndef __CCPHYSICS_CONTACT_H__ #define __CCPHYSICS_CONTACT_H__ #include "CCObject.h" #include "CCGeometry.h" NS_CC_BEGIN class PhysicsShape; class PhysicsWorld; class PhysicsContactInfo; /** * @brief Contact infomation. it will created automatically when two shape contact with each other. and it will destoried automatically when two shape separated. */ class PhysicsContact { public: /* * @brief get contact shape A. */ inline PhysicsShape* getShapeA() { return _shapeA; } /* * @brief get contact shape B. */ inline PhysicsShape* getShapeB() { return _shapeB; } /* * @brief get data. */ inline void* getData() { return _data; } /* * @brief set data to contact. you must manage the memory yourself, Generally you can set data at contact begin, and distory it at contact end. */ inline void setData(void* data) { _data = data; } private: static PhysicsContact* create(PhysicsShape* a, PhysicsShape* b); bool init(PhysicsShape* a, PhysicsShape* b); private: PhysicsContact(); ~PhysicsContact(); private: PhysicsShape* _shapeA; PhysicsShape* _shapeB; PhysicsContactInfo* _info; void* _data; friend class PhysicsWorld; }; /* * @brief presolve value generated when onContactPreSolve called. */ class PhysicsContactPreSolve { private: PhysicsContactPreSolve(); ~PhysicsContactPreSolve(); static PhysicsContactPreSolve* create(); bool init(); friend class PhysicsWorld; }; /* * @brief postsolve value generated when onContactPostSolve called. */ class PhysicsContactPostSolve { private: PhysicsContactPostSolve(); ~PhysicsContactPostSolve(); static PhysicsContactPostSolve* create(); bool init(); friend class PhysicsWorld; }; /* * @brief contact listener. */ class PhysicsContactListener { public: PhysicsContactListener(); virtual ~PhysicsContactListener(); public: /* * @brief it will called at two shapes start to contact, and only call it once. */ std::function onContactBegin; /* * @brief Two shapes are touching during this step. Return false from the callback to make world ignore the collision this step or true to process it normally. Additionally, you may override collision values, elasticity, or surface velocity values. */ std::function onContactPreSolve; /* * @brief Two shapes are touching and their collision response has been processed. You can retrieve the collision impulse or kinetic energy at this time if you want to use it to calculate sound volumes or damage amounts. See cpArbiter for more info */ std::function onContactPostSolve; /* * @brief it will called at two shapes separated, and only call it once. * onContactBegin and onContactEnd will called in pairs. */ std::function onContactEnd; }; NS_CC_END #endif //__CCPHYSICS_CONTACT_H__ #endif // CC_USE_PHYSICS