Implement this class to get collision results. You can use these
results for things like sounds and game logic. You can also get contact
results by traversing the contact lists after the time step. However, you
might miss some contacts because continuous physics leads to
sub-stepping. Additionally you may receive multiple callbacks for the
same contact in a single time step. You should strive to make your
callbacks efficient because there may be many callbacks per time step.
WARNING: The contact separation is the last computed value.
You cannot create/destroy Box2D entities inside these callbacks.
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__swig_destroy__(...)
delete_b2ContactListener(b2ContactListener self) |
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__getstate__(self,
additional_ignore=[ ] )
Returns a dictionary representation of self, with
dict(var=value [, ...]) |
source code
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__setstate__(self,
dict)
Takes each variable=value pair in the dictionary and sets the
attributes based on them |
source code
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b2ContactListener
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Add(...)
b2ContactListener_Add(b2ContactListener self, b2ContactPoint point) |
source code
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Persist(...)
b2ContactListener_Persist(b2ContactListener self, b2ContactPoint
point) |
source code
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Remove(...)
b2ContactListener_Remove(b2ContactListener self, b2ContactPoint
point) |
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Result(...)
b2ContactListener_Result(b2ContactListener self, b2ContactResult
point) |
source code
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