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50 lines
2.3 KiB
C++
50 lines
2.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzFramework/Physics/Collision/CollisionEvents.h>
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#include <PxSimulationEventCallback.h>
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namespace PhysX
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{
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//! Helper class that receives the collision events reported from PhysX.
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//! This will convert physx collision and trigger events in TriggerEvent and CollisionEvent to be forwarded to the Scene.
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class SceneSimulationEventCallback
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: public physx::PxSimulationEventCallback
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{
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public:
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SceneSimulationEventCallback() = default;
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~SceneSimulationEventCallback() = default;
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//! Accessor to the queued Collision / trigger Events.
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AzPhysics::CollisionEventList& GetQueuedCollisionEvents();
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AzPhysics::TriggerEventList& GetQueuedTriggerEvents();
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//! Clear all queued collision / trigger events.
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void FlushQueuedCollisionEvents();
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void FlushQueuedTriggerEvents();
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// physx::PxSimulationEventCallback Interface
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void onConstraintBreak(physx::PxConstraintInfo* constraints, physx::PxU32 count) override;
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void onWake(physx::PxActor** actors, physx::PxU32 count) override;
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void onSleep(physx::PxActor** actors, physx::PxU32 count) override;
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void onContact(const physx::PxContactPairHeader& pairHeader, const physx::PxContactPair* pairs, physx::PxU32 nbPairs) override;
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void onTrigger(physx::PxTriggerPair* pairs, physx::PxU32 count) override;
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void onAdvance(const physx::PxRigidBody* const* bodyBuffer, const physx::PxTransform* poseBuffer, const physx::PxU32 count) override;
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private:
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AzPhysics::CollisionEventList m_queuedCollisionEvents; //!< Holds all the collision events the happened until the next call to FlushCollisionEvents;
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AzPhysics::TriggerEventList m_queuedTriggerEvents; //!< Holds all the trigger events the happened until the next call to FlushTriggerEvents;
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};
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}
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