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EventListenerPhysicsContact Class Reference

Contact listener. More...

#include <CCPhysicsContact.h>

Inheritance diagram for EventListenerPhysicsContact:
EventListenerCustom EventListener Ref EventListenerPhysicsContactWithBodies EventListenerPhysicsContactWithGroup EventListenerPhysicsContactWithShapes

Public Member Functions

virtual bool checkAvailable () override
 Check the listener is available. More...
 
virtual
EventListenerPhysicsContact
clone () override
 Clone an object from this listener. More...
 
- Public Member Functions inherited from EventListenerCustom
bool init (const ListenerID &listenerId, const std::function< void(EventCustom *)> &callback)
 Initializes event with type and callback function. More...
 
- Public Member Functions inherited from EventListener
bool init (Type t, const ListenerID &listenerID, const std::function< void(Event *)> &callback)
 Initializes event with type and callback function. More...
 
virtual ~EventListener ()
 Destructor. More...
 
void setEnabled (bool enabled)
 Enables or disables the listener. More...
 
local setEnabled ( local enabled)
 Enables or disables the listener. More...
 
bool isEnabled () const
 Checks whether the listener is enabled. More...
 
local isEnabled ()
 Checks whether the listener is enabled. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 Destructor. More...
 

Static Public Member Functions

static
EventListenerPhysicsContact
create ()
 Create the listener. More...
 
var create ()
 Create the listener. More...
 
local create ()
 Create the listener. More...
 
- Static Public Member Functions inherited from EventListenerCustom
static EventListenerCustomcreate (const std::string &eventName, const std::function< void(EventCustom *)> &callback)
 Creates an event listener with type and callback. More...
 
local create ( local eventName, local callback)
 Creates an event listener with type and callback. More...
 

Public Attributes

std::function< bool(PhysicsContact
&contact)> 
onContactBegin
 It will called at two shapes start to contact, and only call it once. More...
 
std::function< bool(PhysicsContact
&contact,
PhysicsContactPreSolve &solve)> 
onContactPreSolve
 Two shapes are touching during this step. More...
 
std::function< void(PhysicsContact
&contact, const
PhysicsContactPostSolve &solve)> 
onContactPostSolve
 Two shapes are touching and their collision response has been processed. More...
 
std::function< void(PhysicsContact
&contact)> 
onContactSeperate
 It will called at two shapes separated, and only call it once. More...
 
- Public Attributes inherited from EventListenerCustom
CC_CONSTRUCTOR_ACCESS __pad0__: EventListenerCustom()
- Public Attributes inherited from EventListener
CC_CONSTRUCTOR_ACCESS __pad0__: EventListener()
var __pad0__: EventListener()
local __pad0__: EventListener()

Protected Member Functions

virtual bool hitTest (PhysicsShape *shapeA, PhysicsShape *shapeB)
 It will be call when two body have contact. More...
 
local hitTest ( local shapeA, local shapeB)
 It will be call when two body have contact. More...
 
bool init ()
void onEvent (EventCustom *event)
var onEvent ( var event)
local onEvent ( local event)
 EventListenerPhysicsContact ()
virtual ~EventListenerPhysicsContact ()
- Protected Member Functions inherited from EventListener
void setPaused (bool paused)
 Sets paused state for the listener The paused state is only used for scene graph priority listeners. More...
 
bool isPaused () const
 Checks whether the listener is paused. More...
 
void setRegistered (bool registered)
 Marks the listener was registered by EventDispatcher. More...
 
var setRegistered ( var registered)
 Marks the listener was registered by EventDispatcher. More...
 
local setRegistered ( local registered)
 Marks the listener was registered by EventDispatcher. More...
 
bool isRegistered () const
 Checks whether the listener was registered by EventDispatcher. More...
 
Type getType () const
 Gets the type of this listener. More...
 
const ListenerIDgetListenerID () const
 Gets the listener ID of this listener When event is being dispatched, listener ID is used as key for searching listeners according to event type. More...
 
local getListenerID ()
 Gets the listener ID of this listener When event is being dispatched, listener ID is used as key for searching listeners according to event type. More...
 
void setFixedPriority (int fixedPriority)
 Sets the fixed priority for this listener. More...
 
int getFixedPriority () const
 Gets the fixed priority of this listener. More...
 
void setAssociatedNode (Node *node)
 Sets the node associated with this listener. More...
 
NodegetAssociatedNode () const
 Gets the node associated with this listener. More...
 
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 
 Ref ()
 Constructor. More...
 

Friends

class PhysicsWorld

Additional Inherited Members

- Public Types inherited from EventListener
enum  Type {
  UNKNOWN, TOUCH_ONE_BY_ONE, TOUCH_ALL_AT_ONCE, KEYBOARD,
  MOUSE, ACCELERATION, FOCUS, GAME_CONTROLLER,
  CUSTOM
}
 Type Event type. More...
 
typedef std::string ListenerID
- Protected Attributes inherited from EventListenerCustom
std::function< void(EventCustom *)> _onCustomEvent
var _onCustomEvent
- Protected Attributes inherited from EventListener
std::function< void(Event *)> _onEvent
Type _type
 Event callback function. More...
 
var _type
 Event callback function. More...
 
local _type
 Event callback function. More...
 
ListenerID _listenerID
 Event listener type. More...
 
var _listenerID
 Event listener type. More...
 
local _listenerID
 Event listener type. More...
 
bool _isRegistered
 Event listener ID. More...
 
var _isRegistered
 Event listener ID. More...
 
local _isRegistered
 Event listener ID. More...
 
int _fixedPriority
 Whether the listener has been added to dispatcher. More...
 
var _fixedPriority
 Whether the listener has been added to dispatcher. More...
 
local _fixedPriority
 Whether the listener has been added to dispatcher. More...
 
Node_node
var _node
local _node
bool _paused
var _paused
local _paused
bool _isEnabled
var _isEnabled
local _isEnabled
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 
local _referenceCount
 count of references More...
 

Detailed Description

Contact listener.

It will recive all the contact callbacks.

Constructor & Destructor Documentation

var EventListenerPhysicsContact ( )
protected
local EventListenerPhysicsContact ( )
protected
virtual
~EventListenerPhysicsContact
( )
protectedvirtual
var ~EventListenerPhysicsContact ( )
protectedvirtual
local ~EventListenerPhysicsContact ( )
protectedvirtual

Member Function Documentation

virtual bool checkAvailable ( )
overridevirtual

Check the listener is available.

Returns
Ture if there's one available callback function at least, false if there's no one.

Reimplemented from EventListenerCustom.

var checkAvailable ( )
overridevirtual

Check the listener is available.

Returns
Ture if there's one available callback function at least, false if there's no one.

Reimplemented from EventListenerCustom.

local checkAvailable ( )
overridevirtual

Check the listener is available.

Returns
Ture if there's one available callback function at least, false if there's no one.

Reimplemented from EventListenerCustom.

virtual
EventListenerPhysicsContact*
clone
( )
overridevirtual
var clone ( )
overridevirtual
local clone ( )
overridevirtual
static
EventListenerPhysicsContact*
create
( )
static

Create the listener.

var create ( )
static

Create the listener.

local create ( )
static

Create the listener.

virtual bool hitTest ( PhysicsShape shapeA,
PhysicsShape shapeB 
)
protectedvirtual

It will be call when two body have contact.

if return false, it will not invoke callbacks.

Reimplemented in EventListenerPhysicsContactWithGroup, EventListenerPhysicsContactWithShapes, and EventListenerPhysicsContactWithBodies.

var hitTest ( var  shapeA,
var  shapeB 
)
protectedvirtual

It will be call when two body have contact.

if return false, it will not invoke callbacks.

Reimplemented in EventListenerPhysicsContactWithGroup, EventListenerPhysicsContactWithShapes, and EventListenerPhysicsContactWithBodies.

local hitTest ( local  shapeA,
local  shapeB 
)
protectedvirtual

It will be call when two body have contact.

if return false, it will not invoke callbacks.

Reimplemented in EventListenerPhysicsContactWithGroup, EventListenerPhysicsContactWithShapes, and EventListenerPhysicsContactWithBodies.

bool init ( )
protected
var init ( )
protected
local init ( )
protected
void onEvent ( EventCustom event)
protected
var onEvent ( var  event)
protected
local onEvent ( local  event)
protected

Friends And Related Function Documentation

friend class PhysicsWorld
friend
var PhysicsWorld
friend
local PhysicsWorld
friend

Member Data Documentation

std::function<bool(PhysicsContact&
contact)> onContactBegin

It will called at two shapes start to contact, and only call it once.

var onContactBegin

It will called at two shapes start to contact, and only call it once.

local onContactBegin

It will called at two shapes start to contact, and only call it once.

std::function<void(PhysicsContact&
contact, const
PhysicsContactPostSolve& solve)>
onContactPostSolve

Two shapes are touching and their collision response has been processed.

You can retrieve the collision impulse or kinetic energy at this time if you want to use it to calculate sound volumes or damage amounts. See cpArbiter for more info

var onContactPostSolve

Two shapes are touching and their collision response has been processed.

You can retrieve the collision impulse or kinetic energy at this time if you want to use it to calculate sound volumes or damage amounts. See cpArbiter for more info

local onContactPostSolve

Two shapes are touching and their collision response has been processed.

You can retrieve the collision impulse or kinetic energy at this time if you want to use it to calculate sound volumes or damage amounts. See cpArbiter for more info

std::function<bool(PhysicsContact&
contact,
PhysicsContactPreSolve& solve)>
onContactPreSolve

Two shapes are touching during this step.

Return false from the callback to make world ignore the collision this step or true to process it normally. Additionally, you may override collision values, restitution, or surface velocity values.

var onContactPreSolve

Two shapes are touching during this step.

Return false from the callback to make world ignore the collision this step or true to process it normally. Additionally, you may override collision values, restitution, or surface velocity values.

local onContactPreSolve

Two shapes are touching during this step.

Return false from the callback to make world ignore the collision this step or true to process it normally. Additionally, you may override collision values, restitution, or surface velocity values.

std::function<void(PhysicsContact&
contact)> onContactSeperate

It will called at two shapes separated, and only call it once.

onContactBegin and onContactSeperate will called in pairs.

var onContactSeperate

It will called at two shapes separated, and only call it once.

onContactBegin and onContactSeperate will called in pairs.

local onContactSeperate

It will called at two shapes separated, and only call it once.

onContactBegin and onContactSeperate will called in pairs.


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