forked from bartvdbraak/blender
90e5a9aa14
Requires some changes to projectfiles/makefiles/scons, for the added and removed files!
76 lines
1.7 KiB
C++
76 lines
1.7 KiB
C++
/*
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* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies.
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* Erwin Coumans makes no representations about the suitability
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* of this software for any purpose.
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* It is provided "as is" without express or implied warranty.
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*/
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#ifndef _DISPATCHER_H
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#define _DISPATCHER_H
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class CollisionAlgorithm;
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struct BroadphaseProxy;
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class RigidBody;
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enum CollisionDispatcherId
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{
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RIGIDBODY_DISPATCHER = 0,
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USERCALLBACK_DISPATCHER
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};
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class PersistentManifold;
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struct DispatcherInfo
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{
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enum DispatchFunc
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{
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DISPATCH_DISCRETE = 1,
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DISPATCH_CONTINUOUS
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};
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DispatcherInfo()
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:m_dispatchFunc(DISPATCH_DISCRETE),
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m_timeOfImpact(1.f),
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m_useContinuous(false)
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{
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}
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float m_timeStep;
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int m_stepCount;
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int m_dispatchFunc;
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float m_timeOfImpact;
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bool m_useContinuous;
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};
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/// Dispatcher can be used in combination with broadphase to dispatch overlapping pairs.
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/// For example for pairwise collision detection or user callbacks (game logic).
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class Dispatcher
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{
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public:
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virtual ~Dispatcher() ;
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virtual CollisionAlgorithm* FindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;
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//
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// asume dispatchers to have unique id's in the range [0..max dispacher]
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//
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virtual int GetUniqueId() = 0;
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virtual PersistentManifold* GetNewManifold(void* body0,void* body1)=0;
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virtual void ReleaseManifold(PersistentManifold* manifold)=0;
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virtual bool NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;
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};
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#endif //_DISPATCHER_H
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