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/*
* FXGL - JavaFX Game Library. The MIT License (MIT).
* Copyright (c) AlmasB ([email protected]).
* See LICENSE for details.
*/
/*
* Copyright (c) 2013, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
package com.almasb.fxgl.physics.box2d.callbacks;
import com.almasb.fxgl.core.math.Vec2;
import com.almasb.fxgl.physics.box2d.dynamics.Fixture;
import com.almasb.fxgl.physics.box2d.dynamics.World;
/**
* Callback class for ray casts.
* See {@link World#raycast(RayCastCallback, Vec2, Vec2)}
*
* @author Daniel Murphy
*/
public interface RayCastCallback {
/**
* Called for each fixture found in the query. You control how the ray cast
* proceeds by returning a float:
*
* - return -1: ignore this fixture and continue
* - return 0: terminate the ray cast
* - return fraction: clip the ray to this point
* - return 1: don't clip the ray and continue
*
*
* @param fixture the fixture hit by the ray
* @param point the point of initial intersection
* @param normal the normal vector at the point of intersection
* @param fraction fraction
* @return -1 to filter, 0 to terminate, fraction to clip the ray for
* closest hit, 1 to continue
*/
float reportFixture(Fixture fixture, Vec2 point, Vec2 normal, float fraction);
}
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