/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2019 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_COLLISION_DISPATCH_H #define REACTPHYSICS3D_COLLISION_DISPATCH_H // Libraries namespace reactphysics3d { // Declarations class NarrowPhaseAlgorithm; class Profiler; // Class CollisionDispatch /** * This is the abstract base class for dispatching the narrow-phase * collision detection algorithm. Collision dispatching decides which collision * algorithm to use given two types of proxy collision shapes. */ class CollisionDispatch { protected: #ifdef IS_PROFILING_ACTIVE /// Pointer to the profiler Profiler* mProfiler; #endif public: /// Constructor CollisionDispatch() = default; /// Destructor virtual ~CollisionDispatch() = default; /// Select and return the narrow-phase collision detection algorithm to /// use between two types of collision shapes. virtual NarrowPhaseAlgorithm* selectAlgorithm(int shape1Type, int shape2Type)=0; #ifdef IS_PROFILING_ACTIVE /// Set the profiler virtual void setProfiler(Profiler* profiler); #endif }; #ifdef IS_PROFILING_ACTIVE // Set the profiler inline void CollisionDispatch::setProfiler(Profiler* profiler) { mProfiler = profiler; } #endif } #endif