/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com)
*
* 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.
*/
package org.jbox2d.callbacks;
import com.almasb.fxgl.core.math.Vec2;
import org.jbox2d.dynamics.Fixture;
import org.jbox2d.dynamics.World;
/**
* Callback class for ray casts.
* See {@link World#raycast(RayCastCallback, Vec2, Vec2)}
*
* @author Daniel Murphy
*/
public interface RayCastCallback {
/**
* Called for each fixture found in the query. You control how the ray cast
* proceeds by returning a float:
* <ul>
* <li>return -1: ignore this fixture and continue</li>
* <li>return 0: terminate the ray cast</li>
* <li>return fraction: clip the ray to this point</li>
* <li>return 1: don't clip the ray and continue</li>
* </ul>
*
* @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
* @param fraction fraction
* @return -1 to filter, 0 to terminate, fraction to clip the ray for
* closest hit, 1 to continue
*/
float reportFixture(Fixture fixture, Vec2 point, Vec2 normal, float fraction);
}