Public Member Functions | List of all members
b2ContactListener Class Reference

#include <b2_world_callbacks.h>

Inheritance diagram for b2ContactListener:
Inheritance graph
[legend]

Public Member Functions

virtual void BeginContact (b2Contact *contact)
 Called when two fixtures begin to touch. More...
 
virtual void EndContact (b2Contact *contact)
 Called when two fixtures cease to touch. More...
 
virtual void PostSolve (b2Contact *contact, const b2ContactImpulse *impulse)
 
virtual void PreSolve (b2Contact *contact, const b2Manifold *oldManifold)
 
virtual ~b2ContactListener ()
 

Detailed Description

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.

Definition at line 86 of file b2_world_callbacks.h.

Constructor & Destructor Documentation

◆ ~b2ContactListener()

virtual b2ContactListener::~b2ContactListener ( )
inlinevirtual

Definition at line 89 of file b2_world_callbacks.h.

Member Function Documentation

◆ BeginContact()

virtual void b2ContactListener::BeginContact ( b2Contact contact)
inlinevirtual

Called when two fixtures begin to touch.

Reimplemented in Test, Sensors, and MyContactListener.

Definition at line 92 of file b2_world_callbacks.h.

◆ EndContact()

virtual void b2ContactListener::EndContact ( b2Contact contact)
inlinevirtual

Called when two fixtures cease to touch.

Reimplemented in Sensors, and Test.

Definition at line 95 of file b2_world_callbacks.h.

◆ PostSolve()

virtual void b2ContactListener::PostSolve ( b2Contact contact,
const b2ContactImpulse impulse 
)
inlinevirtual

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.

Reimplemented in Test, and Breakable.

Definition at line 119 of file b2_world_callbacks.h.

◆ PreSolve()

virtual void b2ContactListener::PreSolve ( b2Contact contact,
const b2Manifold oldManifold 
)
inlinevirtual

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.

Reimplemented in Test, Platformer, and ConveyorBelt.

Definition at line 107 of file b2_world_callbacks.h.


The documentation for this class was generated from the following file:


mvsim
Author(s):
autogenerated on Tue Jul 4 2023 03:08:22