reactphysics3d/src/collision/broadphase/BroadPhaseAlgorithm.h
2012-09-26 23:07:40 +02:00

93 lines
5.0 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2012 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 BROAD_PHASE_ALGORITHM_H
#define BROAD_PHASE_ALGORITHM_H
// Libraries
#include <vector>
#include "../../body/CollisionBody.h"
#include "PairManager.h"
// Namespace ReactPhysics3D
namespace reactphysics3d {
// Declarations
class CollisionDetection;
/* --------------------------------------------------------------------
Class BroadPhaseAlgorithm :
This class is an abstract class that represents an algorithm
used to perform the broad-phase of a collision detection. The
goal of the broad-phase algorithm is to compute the pair of bodies
that can collide. But it's important to understand that the
broad-phase doesn't compute only body pairs that can collide but
could also pairs of body that doesn't collide but are very close.
The goal of the broad-phase is to remove pairs of body that cannot
collide in order to avoid to much bodies to be tested in the
narrow-phase.
--------------------------------------------------------------------
*/
class BroadPhaseAlgorithm {
protected :
PairManager pairManager; // Pair manager that contains the active pairs of bodies
CollisionDetection& collisionDetection; // Reference to the collision detection object
public :
BroadPhaseAlgorithm(CollisionDetection& collisionDetection); // Constructor
virtual ~BroadPhaseAlgorithm(); // Destructor
// TODO : DELETE THIS METHOD
uint getNbOverlappingPairs() const;
virtual void addObject(CollisionBody* body, const AABB& aabb)=0; // Notify the broad-phase about a new object in the world
virtual void removeObject(CollisionBody* body)=0; // Notify the broad-phase about an object that has been removed from the world
virtual void updateObject(CollisionBody* body, const AABB& aabb)=0; // Notify the broad-phase that the AABB of an object has changed
BodyPair* beginOverlappingPairsPointer() const; // Return a pointer to the first active pair (used to iterate over the active pairs)
BodyPair* endOverlappingPairsPointer() const; // Return a pointer to the last active pair (used to iterate over the active pairs)
};
// TODO : DELETE THIS METHOD
inline uint BroadPhaseAlgorithm::getNbOverlappingPairs() const {
return pairManager.getNbOverlappingPairs();
}
// Return a pointer to the first active pair (used to iterate over the overlapping pairs)
inline BodyPair* BroadPhaseAlgorithm::beginOverlappingPairsPointer() const {
return pairManager.beginOverlappingPairsPointer();
}
// Return a pointer to the last active pair (used to iterate over the overlapping pairs)
inline BodyPair* BroadPhaseAlgorithm::endOverlappingPairsPointer() const {
return pairManager.endOverlappingPairsPointer();
}
} // End of reactphysics3d namespace
#endif