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o3de/Gems/PhysX/Code/Source/Scene/PhysXSceneSimulationEventCa...

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C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzFramework/Physics/Collision/CollisionEvents.h>
#include <PxSimulationEventCallback.h>
namespace PhysX
{
//! Helper class that receives the collision events reported from PhysX.
//! This will convert physx collision and trigger events in TriggerEvent and CollisionEvent to be forwarded to the Scene.
class SceneSimulationEventCallback
: public physx::PxSimulationEventCallback
{
public:
SceneSimulationEventCallback() = default;
~SceneSimulationEventCallback() = default;
//! Accessor to the queued Collision / trigger Events.
AzPhysics::CollisionEventList& GetQueuedCollisionEvents();
AzPhysics::TriggerEventList& GetQueuedTriggerEvents();
//! Clear all queued collision / trigger events.
void FlushQueuedCollisionEvents();
void FlushQueuedTriggerEvents();
// physx::PxSimulationEventCallback Interface
void onConstraintBreak(physx::PxConstraintInfo* constraints, physx::PxU32 count) override;
void onWake(physx::PxActor** actors, physx::PxU32 count) override;
void onSleep(physx::PxActor** actors, physx::PxU32 count) override;
void onContact(const physx::PxContactPairHeader& pairHeader, const physx::PxContactPair* pairs, physx::PxU32 nbPairs) override;
void onTrigger(physx::PxTriggerPair* pairs, physx::PxU32 count) override;
void onAdvance(const physx::PxRigidBody* const* bodyBuffer, const physx::PxTransform* poseBuffer, const physx::PxU32 count) override;
private:
AzPhysics::CollisionEventList m_queuedCollisionEvents; //!< Holds all the collision events the happened until the next call to FlushCollisionEvents;
AzPhysics::TriggerEventList m_queuedTriggerEvents; //!< Holds all the trigger events the happened until the next call to FlushTriggerEvents;
};
}