70 lines
3.7 KiB
C++
70 lines
3.7 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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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// Libraries
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#include "DefaultCollisionDispatch.h"
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#include "collision/shapes/CollisionShape.h"
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using namespace reactphysics3d;
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// Select and return the narrow-phase collision detection algorithm to
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// use between two types of collision shapes.
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NarrowPhaseAlgorithm* DefaultCollisionDispatch::selectAlgorithm(int type1, int type2) {
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CollisionShapeType shape1Type = static_cast<CollisionShapeType>(type1);
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CollisionShapeType shape2Type = static_cast<CollisionShapeType>(type2);
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if (type1 > type2) {
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return nullptr;
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}
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// Sphere vs Sphere algorithm
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if (shape1Type == CollisionShapeType::SPHERE && shape2Type == CollisionShapeType::SPHERE) {
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return &mSphereVsSphereAlgorithm;
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}
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// Sphere vs Capsule algorithm
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if (shape1Type == CollisionShapeType::SPHERE && shape2Type == CollisionShapeType::CAPSULE) {
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return &mSphereVsCapsuleAlgorithm;
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}
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// Capsule vs Capsule algorithm
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if (shape1Type == CollisionShapeType::CAPSULE && shape2Type == CollisionShapeType::CAPSULE) {
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return &mCapsuleVsCapsuleAlgorithm;
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}
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// Sphere vs Convex Polyhedron algorithm
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if (shape1Type == CollisionShapeType::SPHERE && shape2Type == CollisionShapeType::CONVEX_POLYHEDRON) {
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return &mSphereVsConvexPolyhedronAlgorithm;
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}
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// Capsule vs Convex Polyhedron algorithm
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if (shape1Type == CollisionShapeType::CAPSULE && shape2Type == CollisionShapeType::CONVEX_POLYHEDRON) {
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return &mCapsuleVsConvexPolyhedronAlgorithm;
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}
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// Convex Polyhedron vs Convex Polyhedron algorithm
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if (shape1Type == CollisionShapeType::CONVEX_POLYHEDRON &&
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shape2Type == CollisionShapeType::CONVEX_POLYHEDRON) {
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return &mConvexPolyhedronVsConvexPolyhedronAlgorithm;
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}
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return nullptr;
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}
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