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sources/reactphysics3d/collision/CollisionDetection.cpp
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sources/reactphysics3d/collision/CollisionDetection.cpp
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/***************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "CollisionDetection.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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CollisionDetection::CollisionDetection() {
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// Construct the broad-phase algorithm that will be used
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broadPhaseAlgorithm =
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// Construct the narrow-phase algorithm that will be used
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narrowPhaseAlgorithm = new SeparatingAxis();
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}
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// Destructor
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~CollisionDetection() {
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}
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// Compute all the possible collisions pairs of bodies (broad-phase)
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void CollisionDetection::computePossibleCollisionPairs() {
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// TODO : Implement this method
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}
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// Compute all collision contacts between bodies (narrow-phase)
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void CollisionDetection::computeCollisionContacts() {
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// TODO : Implement this method
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}
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// Compute the collision detection
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void CollisionDetection::computeCollisionDetection(CollisionWorld& collisionWorld) {
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// TODO : Implement this method
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}
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sources/reactphysics3d/collision/CollisionDetection.h
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sources/reactphysics3d/collision/CollisionDetection.h
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/***************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef COLLISIONDETECTION_H
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#define COLLISIONDETECTION_H
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// Libraries
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#include "BroadPhaseAlgorithm.h"
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#include "NarrowPhaseAlgorithm.h"
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#include "../body/Body.h"
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#include "../engine/CollisionWorld.h"
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#include <vector>
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#include <utility>
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class CollisionDetection :
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This class computes the collision detection algorithms. We first
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perfom a broad-phase algorithm to know wich pairs of bodies can
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collide and then we run a narrow-phase algorithm to compute the
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collision contacts between bodies.
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-------------------------------------------------------------------
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*/
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class CollisionDetection {
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private :
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std::vector<(std::pair<Body*, Body*>)> possibleCollisionPairList; // List that contains the possible collision pairs of bodies
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BroadPhaseAlgorithm* broadPhaseAlgorithm; // Broad-phase algorithm
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NarrowPhaseAlgorithm* narrowPhaseAlgorithm; // Narrow-phase algorithm
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void computePossibleCollisionPairs(); // Compute all the possible collisions pairs of bodies (broad-phase)
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void computeCollisionContacts(); // Compute all collision contacts between bodies (narrow-phase)
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public :
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CollisionDetection(); // Constructor
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~CollisionDetection(); // Destructor
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void computeCollisionDetection(CollisionWorld& collisionWorld); // Compute the collision detection
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};
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} // End of the ReactPhysics3D namespace
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#endif
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