diff --git a/sources/reactphysics3d/collision/CollisionDetection.cpp b/sources/reactphysics3d/collision/CollisionDetection.cpp index 93301f2e..7db7603a 100644 --- a/sources/reactphysics3d/collision/CollisionDetection.cpp +++ b/sources/reactphysics3d/collision/CollisionDetection.cpp @@ -19,8 +19,8 @@ // Libraries #include "CollisionDetection.h" -#include "SeparatingAxisAABB.h" -#include "SeparatingAxisOBB.h" +#include "NoBroadPhaseAlgorithm.h" +#include "NarrowPhaseSATAlgorithm.h" #include "../body/OBB.h" #include "../body/RigidBody.h" #include @@ -32,10 +32,10 @@ using namespace reactphysics3d; CollisionDetection::CollisionDetection() { // Construct the broad-phase algorithm that will be used (Separating axis with AABB) - broadPhaseAlgorithm = new SeparatingAxisAABB(); + broadPhaseAlgorithm = new NoBroadPhaseAlgorithm(); // Construct the narrow-phase algorithm that will be used (Separating axis with OBB) - narrowPhaseAlgorithm = new SeparatingAxisOBB(); + narrowPhaseAlgorithm = new NarrowPhaseSATAlgorithm(); } // Destructor @@ -65,7 +65,7 @@ bool CollisionDetection::computeCollisionDetection(CollisionWorld* collisionWorl Contact* contact = 0; // Use the narrow-phase algorithm to check if the two bodies really collide - if(narrowPhaseAlgorithm->testCollision(&obb1, &obb2, &contact, velocity1, velocity2, timeMax)) { + if(narrowPhaseAlgorithm->testCollision(&obb1, &obb2, &contact)) { assert(contact != 0); // Add the new collision contact into the collision world