2015-08-19 16:48:08 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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2016-04-11 18:15:20 +00:00
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* Copyright (c) 2010-2016 Daniel Chappuis *
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2015-08-19 16:48:08 +00:00
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_COLLISION_DISPATCH_H
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#define REACTPHYSICS3D_COLLISION_DISPATCH_H
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// Libraries
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#include "NarrowPhaseAlgorithm.h"
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namespace reactphysics3d {
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// Class CollisionDispatch
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/**
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* This is the abstract base class for dispatching the narrow-phase
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* collision detection algorithm. Collision dispatching decides which collision
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* algorithm to use given two types of proxy collision shapes.
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*/
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class CollisionDispatch {
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protected:
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public:
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/// Constructor
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2016-07-19 04:52:18 +00:00
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CollisionDispatch() = default;
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2015-08-19 16:48:08 +00:00
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/// Destructor
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2016-07-19 04:52:18 +00:00
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virtual ~CollisionDispatch() = default;
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2015-08-19 16:48:08 +00:00
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/// Select and return the narrow-phase collision detection algorithm to
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/// use between two types of collision shapes.
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virtual NarrowPhaseAlgorithm* selectAlgorithm(int shape1Type,
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int shape2Type)=0;
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};
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}
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#endif
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