reactphysics3d/src/collision/narrowphase/DefaultCollisionDispatch.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "DefaultCollisionDispatch.h"
#include "collision/shapes/CollisionShape.h"
using namespace reactphysics3d;
// Constructor
DefaultCollisionDispatch::DefaultCollisionDispatch() {
}
// Destructor
DefaultCollisionDispatch::~DefaultCollisionDispatch() {
}
/// Initialize the collision dispatch configuration
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void DefaultCollisionDispatch::init(CollisionDetection* collisionDetection,
MemoryAllocator* memoryAllocator) {
// Initialize the collision algorithms
mSphereVsSphereAlgorithm.init(collisionDetection, memoryAllocator);
mGJKAlgorithm.init(collisionDetection, memoryAllocator);
mConcaveVsConvexAlgorithm.init(collisionDetection, memoryAllocator);
}
// Select and return the narrow-phase collision detection algorithm to
// use between two types of collision shapes.
NarrowPhaseAlgorithm* DefaultCollisionDispatch::selectAlgorithm(int type1, int type2) {
CollisionShapeType shape1Type = static_cast<CollisionShapeType>(type1);
CollisionShapeType shape2Type = static_cast<CollisionShapeType>(type2);
// Sphere vs Sphere algorithm
if (shape1Type == SPHERE && shape2Type == SPHERE) {
return &mSphereVsSphereAlgorithm;
}
// Concave vs Convex algorithm
else if ((!CollisionShape::isConvex(shape1Type) && CollisionShape::isConvex(shape2Type)) ||
(!CollisionShape::isConvex(shape2Type) && CollisionShape::isConvex(shape1Type))) {
return &mConcaveVsConvexAlgorithm;
}
// Convex vs Convex algorithm (GJK algorithm)
else if (CollisionShape::isConvex(shape1Type) && CollisionShape::isConvex(shape2Type)) {
return &mGJKAlgorithm;
}
else {
return NULL;
}
}