My contact listener.
#include <ContactListener.h>
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const UINT | Count (eSprite) const |
| Count number of bodies that have sprite type t. More...
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const float | GetSpeed (const b2Vec2 &) const |
| Get the collision speed. More...
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b2Body * | m_pBodyA = nullptr |
| Pointer to body A.
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b2Body * | m_pBodyB = nullptr |
| Pointer to body B.
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◆ Count()
const UINT CMyListener::Count |
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eSprite |
t | ) |
const |
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private |
Count the number of bodies out of *m_pBodyA and *m_pBodyB that have objects have a given sprite type. Returns 0, 1, or 2, of course.
- Parameters
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- Returns
- Number of *m_pBodyA and *m_pBodyB that have type t.
◆ GetSpeed()
const float CMyListener::GetSpeed |
( |
const b2Vec2 & |
p | ) |
const |
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private |
Get the collision speed, which is proportional to the magnitude of the relative velocity of the two bodies colliding.
- Parameters
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p | World point, required by Box2D for some arcane reason. |
- Returns
- Collision speed in Physics World units.
◆ PreSolve()
void CMyListener::PreSolve |
( |
b2Contact * |
c, |
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const b2Manifold * |
m |
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) |
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Presolve function. Renders a colored star at each contact point and plays the appropriate sound, depending on what type of objects are contacting.
- Parameters
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c | Pointer to the contact. |
m | Pointer to the old contact manifold as it was before this contact. |