75 lines
3.2 KiB
C++
75 lines
3.2 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_SPHERE_VS_SPHERE_ALGORITHM_H
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#define REACTPHYSICS3D_SPHERE_VS_SPHERE_ALGORITHM_H
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// Libraries
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#include "body/Body.h"
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#include "constraint/ContactPoint.h"
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#include "NarrowPhaseAlgorithm.h"
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Class SphereVsSphereAlgorithm
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/**
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* This class is used to compute the narrow-phase collision detection
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* between two sphere collision shapes.
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*/
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class SphereVsSphereAlgorithm : public NarrowPhaseAlgorithm {
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protected :
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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SphereVsSphereAlgorithm(const SphereVsSphereAlgorithm& algorithm);
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/// Private assignment operator
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SphereVsSphereAlgorithm& operator=(const SphereVsSphereAlgorithm& algorithm);
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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SphereVsSphereAlgorithm();
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/// Destructor
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virtual ~SphereVsSphereAlgorithm();
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/// Compute a contact info if the two bounding volume collide
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virtual void testCollision(const CollisionShapeInfo& shape1Info,
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const CollisionShapeInfo& shape2Info,
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NarrowPhaseCallback* narrowPhaseCallback);
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};
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}
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#endif
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