89 lines
3.9 KiB
C++
89 lines
3.9 KiB
C++
/********************************************************************************
|
|
* 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
|
|
|
|
|
|
|