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use crate::dynamics::RigidBodySet;
use crate::geometry::{ColliderSet, 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` and
/// `EventHandler::handle_contact_event` whenever relevant for this collider.
const COLLISION_EVENTS = 0b0001;
}
}
impl Default for ActiveEvents {
fn default() -> Self {
ActiveEvents::empty()
}
}
/// Trait implemented by structures responsible for handling events generated by the physics engine.
///
/// Implementors of this trait will typically collect these events for future processing.
pub trait EventHandler: Send + Sync {
/// Handle a collision event.
///
/// A collision event is emitted when the state of intersection between two colliders changes.
///
/// # Parameters
/// * `event` - The collision event.
/// * `bodies` - The set of rigid-bodies.
/// * `colliders` - The set of colliders.
/// * `contact_pair` - The current state of contacts between the two colliders. This is set ot `None`
/// if at least one of the collider is a sensor (in which case no contact information
/// is ever computed).
fn handle_collision_event(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
event: CollisionEvent,
contact_pair: Option<&ContactPair>,
);
}
impl EventHandler for () {
fn handle_collision_event(
&self,
_bodies: &RigidBodySet,
_colliders: &ColliderSet,
_event: CollisionEvent,
_contact_pair: Option<&ContactPair>,
) {
}
}
/// A collision event handler that collects events into a crossbeam channel.
pub struct ChannelEventCollector {
event_sender: Sender<CollisionEvent>,
}
impl ChannelEventCollector {
/// 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_collision_event(
&self,
_bodies: &RigidBodySet,
_colliders: &ColliderSet,
event: CollisionEvent,
_: Option<&ContactPair>,
) {
let _ = self.event_sender.send(event);
}
}
|