/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_DEFAULT_COLLISION_DISPATCH_H #define REACTPHYSICS3D_DEFAULT_COLLISION_DISPATCH_H // Libraries #include "CollisionDispatch.h" #include "ConcaveVsConvexAlgorithm.h" #include "SphereVsSphereAlgorithm.h" #include "SphereVsConvexPolyhedronAlgorithm.h" #include "SphereVsCapsuleAlgorithm.h" #include "CapsuleVsCapsuleAlgorithm.h" #include "CapsuleVsConvexPolyhedronAlgorithm.h" #include "ConvexPolyhedronVsConvexPolyhedronAlgorithm.h" #include "GJK/GJKAlgorithm.h" namespace reactphysics3d { // Class DefaultCollisionDispatch /** * This is the default collision dispatch configuration use in ReactPhysics3D. * Collision dispatching decides which collision * algorithm to use given two types of proxy collision shapes. */ class DefaultCollisionDispatch : public CollisionDispatch { protected: /// Sphere vs Sphere collision algorithm SphereVsSphereAlgorithm mSphereVsSphereAlgorithm; /// Capsule vs Capsule collision algorithm CapsuleVsCapsuleAlgorithm mCapsuleVsCapsuleAlgorithm; /// Sphere vs Capsule collision algorithm SphereVsCapsuleAlgorithm mSphereVsCapsuleAlgorithm; /// Sphere vs Convex Polyhedron collision algorithm SphereVsConvexPolyhedronAlgorithm mSphereVsConvexPolyhedronAlgorithm; /// Capsule vs Convex Polyhedron collision algorithm CapsuleVsConvexPolyhedronAlgorithm mCapsuleVsConvexPolyhedronAlgorithm; /// Convex Polyhedron vs Convex Polyhedron collision algorithm ConvexPolyhedronVsConvexPolyhedronAlgorithm mConvexPolyhedronVsConvexPolyhedronAlgorithm; public: /// Constructor DefaultCollisionDispatch() = default; /// Destructor virtual ~DefaultCollisionDispatch() override = default; /// Select and return the narrow-phase collision detection algorithm to /// use between two types of collision shapes. virtual NarrowPhaseAlgorithm* selectAlgorithm(int type1, int type2) override; }; } #endif