/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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 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(type1); CollisionShapeType shape2Type = static_cast(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; } }