reactphysics3d/src/collision/narrowphase/CollisionDispatch.h
2019-07-01 08:42:27 +02:00

89 lines
3.1 KiB
C++

/********************************************************************************
* 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