reactphysics3d/src/collision/narrowphase/DefaultCollisionDispatch.cpp

70 lines
3.7 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. *
* *
********************************************************************************/
// Libraries
#include "DefaultCollisionDispatch.h"
#include "collision/shapes/CollisionShape.h"
using namespace reactphysics3d;
// Select and return the narrow-phase collision detection algorithm to
// use between two types of collision shapes.
NarrowPhaseAlgorithm* DefaultCollisionDispatch::selectAlgorithm(int type1, int type2) {
CollisionShapeType shape1Type = static_cast<CollisionShapeType>(type1);
CollisionShapeType shape2Type = static_cast<CollisionShapeType>(type2);
if (type1 > type2) {
return nullptr;
}
// Sphere vs Sphere algorithm
if (shape1Type == CollisionShapeType::SPHERE && shape2Type == CollisionShapeType::SPHERE) {
return &mSphereVsSphereAlgorithm;
}
// Sphere vs Capsule algorithm
if (shape1Type == CollisionShapeType::SPHERE && shape2Type == CollisionShapeType::CAPSULE) {
return &mSphereVsCapsuleAlgorithm;
}
// Capsule vs Capsule algorithm
if (shape1Type == CollisionShapeType::CAPSULE && shape2Type == CollisionShapeType::CAPSULE) {
return &mCapsuleVsCapsuleAlgorithm;
}
// Sphere vs Convex Polyhedron algorithm
if (shape1Type == CollisionShapeType::SPHERE && shape2Type == CollisionShapeType::CONVEX_POLYHEDRON) {
return &mSphereVsConvexPolyhedronAlgorithm;
}
// Capsule vs Convex Polyhedron algorithm
if (shape1Type == CollisionShapeType::CAPSULE && shape2Type == CollisionShapeType::CONVEX_POLYHEDRON) {
return &mCapsuleVsConvexPolyhedronAlgorithm;
}
// Convex Polyhedron vs Convex Polyhedron algorithm
if (shape1Type == CollisionShapeType::CONVEX_POLYHEDRON &&
shape2Type == CollisionShapeType::CONVEX_POLYHEDRON) {
return &mConvexPolyhedronVsConvexPolyhedronAlgorithm;
}
return nullptr;
}