reactphysics3d/include/reactphysics3d/collision/narrowphase/SphereVsSphereAlgorithm.h
2020-05-27 16:15:35 +02:00

76 lines
3.5 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 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 <reactphysics3d/collision/narrowphase/NarrowPhaseAlgorithm.h>
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declarations
class ContactPoint;
struct SphereVsSphereNarrowPhaseInfoBatch;
// Class SphereVsSphereAlgorithm
/**
* This class is used to compute the narrow-phase collision detection
* between two sphere collision shapes. This algorithm finds the contact
* point and contact normal between two spheres if they are colliding.
* This case is simple, we do not need to use GJK or SAT algorithm. We
* directly compute the contact points if any.
*/
class SphereVsSphereAlgorithm : public NarrowPhaseAlgorithm {
protected :
public :
// -------------------- Methods -------------------- //
/// Constructor
SphereVsSphereAlgorithm() = default;
/// Destructor
virtual ~SphereVsSphereAlgorithm() override = default;
/// Deleted copy-constructor
SphereVsSphereAlgorithm(const SphereVsSphereAlgorithm& algorithm) = delete;
/// Deleted assignment operator
SphereVsSphereAlgorithm& operator=(const SphereVsSphereAlgorithm& algorithm) = delete;
/// Compute a contact info if the two bounding volume collide
bool testCollision(SphereVsSphereNarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex,
uint batchNbItems, MemoryAllocator& memoryAllocator);
};
}
#endif