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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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* Copyright (c) 2013 Google, Inc.
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_WORLD_CALLBACKS_H
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#define B2_WORLD_CALLBACKS_H
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#include <Box2D/Common/b2Settings.h>
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struct b2Vec2;
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struct b2Transform;
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class b2Fixture;
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class b2Body;
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class b2Joint;
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class b2Contact;
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class b2ParticleSystem;
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struct b2ContactResult;
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struct b2Manifold;
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class b2ParticleGroup;
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struct b2ParticleBodyContact;
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struct b2ParticleContact;
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/// Joints and fixtures are destroyed when their associated
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/// body is destroyed. Implement this listener so that you
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/// may nullify references to these joints and shapes.
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class b2DestructionListener
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{
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public:
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virtual ~b2DestructionListener() {}
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/// Called when any joint is about to be destroyed due
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/// to the destruction of one of its attached bodies.
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virtual void SayGoodbye(b2Joint* joint) = 0;
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/// Called when any fixture is about to be destroyed due
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/// to the destruction of its parent body.
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virtual void SayGoodbye(b2Fixture* fixture) = 0;
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/// Called when any particle group is about to be destroyed.
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virtual void SayGoodbye(b2ParticleGroup* group)
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{
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B2_NOT_USED(group);
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}
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/// Called when a particle is about to be destroyed.
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/// The index can be used in conjunction with
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/// b2ParticleSystem::GetUserDataBuffer() or
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/// b2ParticleSystem::GetParticleHandleFromIndex() to determine which
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/// particle has been destroyed.
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virtual void SayGoodbye(b2ParticleSystem* particleSystem, int32 index)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(index);
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}
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};
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/// Implement this class to provide collision filtering. In other words, you can implement
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/// this class if you want finer control over contact creation.
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class b2ContactFilter
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{
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public:
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virtual ~b2ContactFilter() {}
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/// Return true if contact calculations should be performed between these two shapes.
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/// @warning for performance reasons this is only called when the AABBs begin to overlap.
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virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
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/// Return true if contact calculations should be performed between a
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/// fixture and particle. This is only called if the
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/// b2_fixtureContactListenerParticle flag is set on the particle.
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virtual bool ShouldCollide(b2Fixture* fixture,
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b2ParticleSystem* particleSystem,
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int32 particleIndex)
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{
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B2_NOT_USED(fixture);
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B2_NOT_USED(particleIndex);
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B2_NOT_USED(particleSystem);
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return true;
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}
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/// Return true if contact calculations should be performed between two
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/// particles. This is only called if the
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/// b2_particleContactListenerParticle flag is set on the particle.
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virtual bool ShouldCollide(b2ParticleSystem* particleSystem,
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int32 particleIndexA, int32 particleIndexB)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(particleIndexA);
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B2_NOT_USED(particleIndexB);
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return true;
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}
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};
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/// Contact impulses for reporting. Impulses are used instead of forces because
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/// sub-step forces may approach infinity for rigid body collisions. These
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/// match up one-to-one with the contact points in b2Manifold.
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struct b2ContactImpulse
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{
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float32 normalImpulses[b2_maxManifoldPoints];
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float32 tangentImpulses[b2_maxManifoldPoints];
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int32 count;
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};
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/// Implement this class to get contact information. You can use these results for
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/// things like sounds and game logic. You can also get contact results by
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/// traversing the contact lists after the time step. However, you might miss
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/// some contacts because continuous physics leads to sub-stepping.
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/// Additionally you may receive multiple callbacks for the same contact in a
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/// single time step.
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/// You should strive to make your callbacks efficient because there may be
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/// many callbacks per time step.
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/// @warning You cannot create/destroy Box2D entities inside these callbacks.
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class b2ContactListener
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{
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public:
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virtual ~b2ContactListener() {}
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/// Called when two fixtures begin to touch.
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virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
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/// Called when two fixtures cease to touch.
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virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
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/// Called when a fixture and particle start touching if the
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/// b2_fixtureContactFilterParticle flag is set on the particle.
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virtual void BeginContact(b2ParticleSystem* particleSystem,
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b2ParticleBodyContact* particleBodyContact)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(particleBodyContact);
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}
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/// Called when a fixture and particle stop touching if the
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/// b2_fixtureContactFilterParticle flag is set on the particle.
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virtual void EndContact(b2Fixture* fixture,
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b2ParticleSystem* particleSystem, int32 index)
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{
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B2_NOT_USED(fixture);
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(index);
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}
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/// Called when two particles start touching if
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/// b2_particleContactFilterParticle flag is set on either particle.
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virtual void BeginContact(b2ParticleSystem* particleSystem,
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b2ParticleContact* particleContact)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(particleContact);
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}
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/// Called when two particles start touching if
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/// b2_particleContactFilterParticle flag is set on either particle.
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virtual void EndContact(b2ParticleSystem* particleSystem,
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int32 indexA, int32 indexB)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(indexA);
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B2_NOT_USED(indexB);
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}
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/// This is called after a contact is updated. This allows you to inspect a
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/// contact before it goes to the solver. If you are careful, you can modify the
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/// contact manifold (e.g. disable contact).
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/// A copy of the old manifold is provided so that you can detect changes.
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/// Note: this is called only for awake bodies.
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/// Note: this is called even when the number of contact points is zero.
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/// Note: this is not called for sensors.
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/// Note: if you set the number of contact points to zero, you will not
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/// get an EndContact callback. However, you may get a BeginContact callback
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/// the next step.
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virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
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{
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B2_NOT_USED(contact);
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B2_NOT_USED(oldManifold);
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}
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/// This lets you inspect a contact after the solver is finished. This is useful
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/// for inspecting impulses.
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/// Note: the contact manifold does not include time of impact impulses, which can be
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/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
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/// in a separate data structure.
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/// Note: this is only called for contacts that are touching, solid, and awake.
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virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
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{
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B2_NOT_USED(contact);
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B2_NOT_USED(impulse);
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}
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};
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/// Callback class for AABB queries.
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/// See b2World::Query
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class b2QueryCallback
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{
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public:
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virtual ~b2QueryCallback() {}
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/// Called for each fixture found in the query AABB.
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/// @return false to terminate the query.
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virtual bool ReportFixture(b2Fixture* fixture) = 0;
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/// Called for each particle found in the query AABB.
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/// @return false to terminate the query.
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virtual bool ReportParticle(const b2ParticleSystem* particleSystem,
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int32 index)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(index);
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return false;
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}
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/// Cull an entire particle system from b2World::QueryAABB. Ignored for
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/// b2ParticleSystem::QueryAABB.
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/// @return true if you want to include particleSystem in the AABB query,
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/// or false to cull particleSystem from the AABB query.
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virtual bool ShouldQueryParticleSystem(
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const b2ParticleSystem* particleSystem)
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{
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B2_NOT_USED(particleSystem);
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return true;
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}
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};
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/// Callback class for ray casts.
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/// See b2World::RayCast
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class b2RayCastCallback
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{
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public:
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virtual ~b2RayCastCallback() {}
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/// Called for each fixture found in the query. You control how the ray cast
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/// proceeds by returning a float:
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/// return -1: ignore this fixture and continue
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/// return 0: terminate the ray cast
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/// return fraction: clip the ray to this point
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/// return 1: don't clip the ray and continue
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/// @param fixture the fixture hit by the ray
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/// @param point the point of initial intersection
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/// @param normal the normal vector at the point of intersection
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/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
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/// closest hit, 1 to continue
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virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
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const b2Vec2& normal, float32 fraction) = 0;
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/// Called for each particle found in the query. You control how the ray
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/// cast proceeds by returning a float:
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/// return <=0: ignore the remaining particles in this particle system
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/// return fraction: ignore particles that are 'fraction' percent farther
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/// along the line from 'point1' to 'point2'. Note that 'point1' and
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/// 'point2' are parameters to b2World::RayCast.
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/// @param particleSystem the particle system containing the particle
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/// @param index the index of the particle in particleSystem
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/// @param point the point of intersection bt the ray and the particle
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/// @param normal the normal vector at the point of intersection
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/// @param fraction percent (0.0~1.0) from 'point0' to 'point1' along the
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/// ray. Note that 'point1' and 'point2' are parameters to
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/// b2World::RayCast.
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/// @return <=0 to ignore rest of particle system, fraction to ignore
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/// particles that are farther away.
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virtual float32 ReportParticle(const b2ParticleSystem* particleSystem,
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int32 index, const b2Vec2& point,
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const b2Vec2& normal, float32 fraction)
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{
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B2_NOT_USED(particleSystem);
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B2_NOT_USED(index);
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B2_NOT_USED(&point);
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B2_NOT_USED(&normal);
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B2_NOT_USED(fraction);
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return 0;
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}
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/// Cull an entire particle system from b2World::RayCast. Ignored in
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/// b2ParticleSystem::RayCast.
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/// @return true if you want to include particleSystem in the RayCast, or
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/// false to cull particleSystem from the RayCast.
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virtual bool ShouldQueryParticleSystem(
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const b2ParticleSystem* particleSystem)
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{
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B2_NOT_USED(particleSystem);
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return true;
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}
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};
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#endif
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