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* Copyright (c) 2013, Daniel Murphy
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******************************************************************************/
package org.jbox2d.callbacks;
import org.jbox2d.collision.Manifold;
import org.jbox2d.dynamics.contacts.Contact;
// updated to rev 100
/**
* 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.
* @author Daniel Murphy
*
*/
public interface ContactListener {
/**
* Called when two fixtures begin to touch.
* @param contact
*/
public void beginContact(Contact contact);
/**
* Called when two fixtures cease to touch.
* @param contact
*/
public void endContact(Contact 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.
* Note: the oldManifold parameter is pooled, so it will be the same object for every callback
* for each thread.
* @param contact
* @param oldManifold
*/
public void preSolve(Contact contact, Manifold 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.
* @param contact
* @param impulse this is usually a pooled variable, so it will be modified after
* this call
*/
public void postSolve(Contact contact, ContactImpulse impulse);
}