Combine contact events and intersection events into a single event type and flags

This commit is contained in:
Sébastien Crozet
2022-03-19 17:52:56 +01:00
committed by Sébastien Crozet
parent a9e3441ecd
commit 063c638ec5
12 changed files with 101 additions and 103 deletions

View File

@@ -1,14 +1,13 @@
use crate::geometry::{ContactEvent, ContactPair, IntersectionEvent};
use crate::geometry::{CollisionEvent, ContactPair};
use crossbeam::channel::Sender;
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags affecting the events generated for this collider.
pub struct ActiveEvents: u32 {
/// If set, Rapier will call `EventHandler::handle_intersection_event` whenever relevant for this collider.
const INTERSECTION_EVENTS = 0b0001;
/// If set, Rapier will call `PhysicsHooks::handle_contact_event` whenever relevant for this collider.
const CONTACT_EVENTS = 0b0010;
/// If set, Rapier will call `EventHandler::handle_intersection_event` and
/// `EventHandler::handle_contact_event` whenever relevant for this collider.
const COLLISION_EVENTS = 0b0001;
}
}
@@ -22,47 +21,40 @@ impl Default for ActiveEvents {
///
/// Implementors of this trait will typically collect these events for future processing.
pub trait EventHandler: Send + Sync {
/// Handle an intersection event.
/// Handle a collision event.
///
/// A intersection event is emitted when the state of intersection between two colliders changes.
fn handle_intersection_event(&self, event: IntersectionEvent);
fn handle_intersection_event(&self, event: CollisionEvent);
/// Handle a contact event.
///
/// A contact event is emitted when two collider start or stop touching, independently from the
/// number of contact points involved.
fn handle_contact_event(&self, event: ContactEvent, contact_pair: &ContactPair);
fn handle_contact_event(&self, event: CollisionEvent, contact_pair: &ContactPair);
}
impl EventHandler for () {
fn handle_intersection_event(&self, _event: IntersectionEvent) {}
fn handle_contact_event(&self, _event: ContactEvent, _contact_pair: &ContactPair) {}
fn handle_intersection_event(&self, _event: CollisionEvent) {}
fn handle_contact_event(&self, _event: CollisionEvent, _contact_pair: &ContactPair) {}
}
/// A physics event handler that collects events into a crossbeam channel.
/// A collision event handler that collects events into a crossbeam channel.
pub struct ChannelEventCollector {
intersection_event_sender: Sender<IntersectionEvent>,
contact_event_sender: Sender<ContactEvent>,
event_sender: Sender<CollisionEvent>,
}
impl ChannelEventCollector {
/// Initialize a new physics event handler from crossbeam channel senders.
pub fn new(
intersection_event_sender: Sender<IntersectionEvent>,
contact_event_sender: Sender<ContactEvent>,
) -> Self {
Self {
intersection_event_sender,
contact_event_sender,
}
/// Initialize a new collision event handler from crossbeam channel senders.
pub fn new(event_sender: Sender<CollisionEvent>) -> Self {
Self { event_sender }
}
}
impl EventHandler for ChannelEventCollector {
fn handle_intersection_event(&self, event: IntersectionEvent) {
let _ = self.intersection_event_sender.send(event);
fn handle_intersection_event(&self, event: CollisionEvent) {
let _ = self.event_sender.send(event);
}
fn handle_contact_event(&self, event: ContactEvent, _: &ContactPair) {
let _ = self.contact_event_sender.send(event);
fn handle_contact_event(&self, event: CollisionEvent, _: &ContactPair) {
let _ = self.event_sender.send(event);
}
}