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Dispatcher.h

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

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.
*/

#ifndef _DISPATCHER_H
#define _DISPATCHER_H

class CollisionAlgorithm;
struct BroadphaseProxy;
class RigidBody;
struct      CollisionObject;
class ManifoldResult;

enum CollisionDispatcherId
{
      RIGIDBODY_DISPATCHER = 0,
      USERCALLBACK_DISPATCHER
};

class PersistentManifold;

struct DispatcherInfo
{
      enum DispatchFunc
      {
            DISPATCH_DISCRETE = 1,
            DISPATCH_CONTINUOUS
      };
      DispatcherInfo()
            :m_dispatchFunc(DISPATCH_DISCRETE),
            m_timeOfImpact(1.f),
            m_useContinuous(false),
            m_debugDraw(0),
            m_enableSatConvex(false)
      {

      }
      float m_timeStep;
      int         m_stepCount;
      int         m_dispatchFunc;
      float m_timeOfImpact;
      bool  m_useContinuous;
      class IDebugDraw* m_debugDraw;
      bool  m_enableSatConvex;
      
};

/// Dispatcher can be used in combination with broadphase to dispatch overlapping pairs.
/// For example for pairwise collision detection or user callbacks (game logic).
00061 class Dispatcher
{


public:
      virtual ~Dispatcher() ;

      virtual CollisionAlgorithm* FindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;

      //
      // asume dispatchers to have unique id's in the range [0..max dispacher]
      //
      virtual int GetUniqueId() = 0;

      virtual PersistentManifold*   GetNewManifold(void* body0,void* body1)=0;

      virtual void ReleaseManifold(PersistentManifold* manifold)=0;

      virtual void ClearManifold(PersistentManifold* manifold)=0;

      virtual bool      NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;

      virtual     ManifoldResult* GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold) =0;

      virtual     void  ReleaseManifoldResult(ManifoldResult*)=0;


};


#endif //_DISPATCHER_H

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