74 lines
3.0 KiB
C#
74 lines
3.0 KiB
C#
/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
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*
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* Original source Box2D:
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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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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using FarseerPhysics.Collision;
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using FarseerPhysics.Controllers;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics
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{
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/// <summary>
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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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/// <returns>-1 to filter, 0 to terminate, fraction to clip the ray for closest hit, 1 to continue</returns>
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/// </summary>
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public delegate float RayCastCallback(Fixture fixture, Vector2 point, Vector2 normal, float fraction);
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/// <summary>
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/// This delegate is called when a contact is deleted
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/// </summary>
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public delegate void EndContactDelegate(Contact contact);
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/// <summary>
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/// This delegate is called when a contact is created
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/// </summary>
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public delegate bool BeginContactDelegate(Contact contact);
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public delegate void PreSolveDelegate(Contact contact, ref Manifold oldManifold);
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public delegate void PostSolveDelegate(Contact contact, ContactConstraint impulse);
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public delegate void FixtureDelegate(Fixture fixture);
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public delegate void JointDelegate(Joint joint);
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public delegate void BodyDelegate(Body body);
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public delegate void ControllerDelegate(Controller controller);
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public delegate bool CollisionFilterDelegate(Fixture fixtureA, Fixture fixtureB);
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public delegate void BroadphaseDelegate(ref FixtureProxy proxyA, ref FixtureProxy proxyB);
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public delegate bool BeforeCollisionEventHandler(Fixture fixtureA, Fixture fixtureB);
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public delegate bool OnCollisionEventHandler(Fixture fixtureA, Fixture fixtureB, Contact contact);
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public delegate void AfterCollisionEventHandler(Fixture fixtureA, Fixture fixtureB, Contact contact);
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public delegate void OnSeparationEventHandler(Fixture fixtureA, Fixture fixtureB);
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} |