blender/extern/bullet/Bullet/CollisionDispatch/CollisionDispatcher.h

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/*
* Copyright (c) 2002-2006 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#ifndef COLLISION__DISPATCHER_H
#define COLLISION__DISPATCHER_H
#include "BroadphaseCollision/Dispatcher.h"
#include "NarrowPhaseCollision/PersistentManifold.h"
#include "CollisionDispatch/UnionFind.h"
#include "BroadphaseCollision/BroadphaseProxy.h"
#include <vector>
class IDebugDraw;
struct CollisionAlgorithmCreateFunc
{
bool m_swapped;
CollisionAlgorithmCreateFunc()
:m_swapped(false)
{
}
virtual CollisionAlgorithm* CreateCollisionAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
{
return 0;
}
};
///CollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs.
///Time of Impact, Closest Points and Penetration Depth.
class CollisionDispatcher : public Dispatcher
{
std::vector<PersistentManifold*> m_manifoldsPtr;
UnionFind m_unionFind;
bool m_useIslands;
CollisionAlgorithmCreateFunc* m_doubleDispatch[MAX_BROADPHASE_COLLISION_TYPES][MAX_BROADPHASE_COLLISION_TYPES];
public:
UnionFind& GetUnionFind() { return m_unionFind;}
struct IslandCallback
{
virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds) = 0;
};
int GetNumManifolds() const
{
return m_manifoldsPtr.size();
}
PersistentManifold* GetManifoldByIndexInternal(int index)
{
return m_manifoldsPtr[index];
}
const PersistentManifold* GetManifoldByIndexInternal(int index) const
{
return m_manifoldsPtr[index];
}
void InitUnionFind(int n)
{
if (m_useIslands)
m_unionFind.reset(n);
}
void FindUnions();
int m_count;
CollisionDispatcher ();
virtual PersistentManifold* GetNewManifold(void* b0,void* b1);
virtual void ReleaseManifold(PersistentManifold* manifold);
virtual void BuildAndProcessIslands(int numBodies, IslandCallback* callback);
CollisionAlgorithm* FindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1)
{
CollisionAlgorithm* algo = InternalFindAlgorithm(proxy0,proxy1);
return algo;
}
CollisionAlgorithm* InternalFindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1);
virtual bool NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1);
virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
};
#endif //COLLISION__DISPATCHER_H