forked from bartvdbraak/blender
af9573e9ea
- Changed license from MIT to ZLib. - Added 3D Sweep and Prune contribution - More stable native constraint solver Sorry for any inconvenience caused by this checkin. All Blender buildsystems require update: added files and moved files.
72 lines
1.9 KiB
C++
72 lines
1.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 use of this software.
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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 freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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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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#ifndef COLLISION_WORLD_H
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#define COLLISION_WORLD_H
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struct CollisionObject;
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class CollisionDispatcher;
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class BroadphaseInterface;
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#include <vector>
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///CollisionWorld is interface and container for the collision detection
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class CollisionWorld
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{
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std::vector<CollisionObject*> m_collisionObjects;
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CollisionDispatcher* m_dispatcher;
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BroadphaseInterface* m_broadphase;
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public:
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CollisionWorld(CollisionDispatcher* dispatcher,BroadphaseInterface* broadphase)
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:m_dispatcher(dispatcher),
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m_broadphase(broadphase)
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{
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}
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virtual ~CollisionWorld() {}
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virtual void UpdateActivationState();
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BroadphaseInterface* GetBroadphase()
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{
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return m_broadphase;
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}
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CollisionDispatcher* GetDispatcher()
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{
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return m_dispatcher;
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}
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int GetNumCollisionObjects() const
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{
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return m_collisionObjects.size();
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}
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void AddCollisionObject(CollisionObject* collisionObject);
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void RemoveCollisionObject(CollisionObject* collisionObject);
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virtual void PerformDiscreteCollisionDetection();
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};
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#endif //COLLISION_WORLD_H
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