/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_SPHERE_VS_SPHERE_ALGORITHM_H #define REACTPHYSICS3D_SPHERE_VS_SPHERE_ALGORITHM_H // Libraries #include "body/Body.h" #include "constraint/ContactPoint.h" #include "NarrowPhaseAlgorithm.h" /// Namespace ReactPhysics3D namespace reactphysics3d { // Class SphereVsSphereAlgorithm /** * This class is used to compute the narrow-phase collision detection * between two sphere collision shapes. */ class SphereVsSphereAlgorithm : public NarrowPhaseAlgorithm { protected : // -------------------- Methods -------------------- // /// Private copy-constructor SphereVsSphereAlgorithm(const SphereVsSphereAlgorithm& algorithm); /// Private assignment operator SphereVsSphereAlgorithm& operator=(const SphereVsSphereAlgorithm& algorithm); public : // -------------------- Methods -------------------- // /// Constructor SphereVsSphereAlgorithm(); /// Destructor virtual ~SphereVsSphereAlgorithm(); /// Compute a contact info if the two bounding volume collide virtual void testCollision(const CollisionShapeInfo& shape1Info, const CollisionShapeInfo& shape2Info, NarrowPhaseCallback* narrowPhaseCallback); }; } #endif