/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ 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); }