// Copyright 2025 International Digital Economy Academy
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
///|
pub struct EventHandler {
collision_events : Array[@collision.CollisionEvent]
mut collision_callback : ((
@dynamics.RigidBodySet,
@collision.ColliderSet,
@collision.CollisionEvent,
) -> Unit)?
intersection_events : Array[@collision.IntersectionEvent]
mut intersection_callback : ((
@dynamics.RigidBodySet,
@collision.ColliderSet,
@collision.IntersectionEvent,
) -> Unit)?
contact_force_events : Array[@collision.ContactForceEvent]
mut contact_force_callback : ((
@core.Real,
@dynamics.RigidBodySet,
@collision.ColliderSet,
@collision.ContactForceEvent,
) -> Unit)?
}
///|
pub fn EventHandler::EventHandler() -> EventHandler {
{
collision_events: [],
collision_callback: None,
intersection_events: [],
intersection_callback: None,
contact_force_events: [],
contact_force_callback: None,
}
}
///|
pub fn EventHandler::on_collision_event(
self : EventHandler,
callback : (
@dynamics.RigidBodySet,
@collision.ColliderSet,
@collision.CollisionEvent,
) -> Unit,
) -> EventHandler {
self.collision_callback = Some(callback)
self
}
///|
pub fn EventHandler::handle_collision_event(
self : EventHandler,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
event : @collision.CollisionEvent,
) -> Unit {
if self.collision_callback is Some(callback) {
callback(bodies, colliders, event)
}
self.collision_events.push(event)
}
///|
pub fn EventHandler::on_intersection_event(
self : EventHandler,
callback : (
@dynamics.RigidBodySet,
@collision.ColliderSet,
@collision.IntersectionEvent,
) -> Unit,
) -> EventHandler {
self.intersection_callback = Some(callback)
self
}
///|
pub fn EventHandler::handle_intersection_event(
self : EventHandler,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
event : @collision.IntersectionEvent,
) -> Unit {
if self.intersection_callback is Some(callback) {
callback(bodies, colliders, event)
}
self.intersection_events.push(event)
}
///|
pub fn EventHandler::on_contact_force_event(
self : EventHandler,
callback : (
@core.Real,
@dynamics.RigidBodySet,
@collision.ColliderSet,
@collision.ContactForceEvent,
) -> Unit,
) -> EventHandler {
self.contact_force_callback = Some(callback)
self
}
///|
pub fn EventHandler::handle_contact_force_event(
self : EventHandler,
dt : @core.Real,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
event : @collision.ContactForceEvent,
) -> Unit {
if self.contact_force_callback is Some(callback) {
callback(dt, bodies, colliders, event)
}
self.contact_force_events.push(event)
}
///|
pub fn EventHandler::push_collision_event(
self : EventHandler,
event : @collision.CollisionEvent,
) -> Unit {
self.collision_events.push(event)
}
///|
pub fn EventHandler::push_intersection_event(
self : EventHandler,
event : @collision.IntersectionEvent,
) -> Unit {
self.intersection_events.push(event)
}
///|
pub fn EventHandler::push_contact_force_event(
self : EventHandler,
event : @collision.ContactForceEvent,
) -> Unit {
self.contact_force_events.push(event)
}
///|
pub fn EventHandler::take_collision_events(
self : EventHandler,
) -> Array[@collision.CollisionEvent] {
let result : Array[@collision.CollisionEvent] = []
for i in 0.. Array[@collision.IntersectionEvent] {
let result : Array[@collision.IntersectionEvent] = []
for i in 0.. Array[@collision.ContactForceEvent] {
let result : Array[@collision.ContactForceEvent] = []
for i in 0.. ChannelEventCollector {
{ handler: EventHandler() }
}
///|
pub fn ChannelEventCollector::handle_collision_event(
self : ChannelEventCollector,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
event : @collision.CollisionEvent,
) -> Unit {
self.handler.handle_collision_event(bodies, colliders, event)
}
///|
pub fn ChannelEventCollector::handle_intersection_event(
self : ChannelEventCollector,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
event : @collision.IntersectionEvent,
) -> Unit {
self.handler.handle_intersection_event(bodies, colliders, event)
}
///|
pub fn ChannelEventCollector::handle_contact_force_event(
self : ChannelEventCollector,
dt : @core.Real,
bodies : @dynamics.RigidBodySet,
colliders : @collision.ColliderSet,
event : @collision.ContactForceEvent,
) -> Unit {
self.handler.handle_contact_force_event(dt, bodies, colliders, event)
}
///|
pub fn ChannelEventCollector::take_collision_events(
self : ChannelEventCollector,
) -> Array[@collision.CollisionEvent] {
self.handler.take_collision_events()
}
///|
pub fn ChannelEventCollector::take_intersection_events(
self : ChannelEventCollector,
) -> Array[@collision.IntersectionEvent] {
self.handler.take_intersection_events()
}
///|
pub fn ChannelEventCollector::take_contact_force_events(
self : ChannelEventCollector,
) -> Array[@collision.ContactForceEvent] {
self.handler.take_contact_force_events()
}