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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.


#include "LinearMath/btScalar.h"

class btCollisionAlgorithm;
struct btBroadphaseProxy;
class btRigidBody;
class btCollisionObject;
class btOverlappingPairCache;

class btPersistentManifold;
class btStackAlloc;

struct btDispatcherInfo
      enum DispatchFunc
            DISPATCH_DISCRETE = 1,

      btScalar    m_timeStep;
      int               m_stepCount;
      int               m_dispatchFunc;
      mutable btScalar  m_timeOfImpact;
      bool        m_useContinuous;
      class btIDebugDraw*     m_debugDraw;
      bool        m_enableSatConvex;
      bool        m_enableSPU;
      bool        m_useEpa;
      btScalar    m_allowedCcdPenetration;
      bool        m_useConvexConservativeDistanceUtil;
      btScalar    m_convexConservativeDistanceThreshold;
      btStackAlloc*     m_stackAllocator;

///The btDispatcher interface class can be used in combination with broadphase to dispatch calculations for overlapping pairs.
///For example for pairwise collision detection, calculating contact points stored in btPersistentManifold or user callbacks (game logic).
00072 class btDispatcher

      virtual ~btDispatcher() ;

      virtual btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold=0) = 0;

      virtual btPersistentManifold* getNewManifold(void* body0,void* body1)=0;

      virtual void releaseManifold(btPersistentManifold* manifold)=0;

      virtual void clearManifold(btPersistentManifold* manifold)=0;

      virtual bool      needsCollision(btCollisionObject* body0,btCollisionObject* body1) = 0;

      virtual bool      needsResponse(btCollisionObject* body0,btCollisionObject* body1)=0;

      virtual void      dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,const btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher)  =0;

      virtual int getNumManifolds() const = 0;

      virtual btPersistentManifold* getManifoldByIndexInternal(int index) = 0;

      virtual     btPersistentManifold**  getInternalManifoldPointer() = 0;

      virtual     void* allocateCollisionAlgorithm(int size)  = 0;

      virtual     void freeCollisionAlgorithm(void* ptr) = 0;


#endif //_DISPATCHER_H

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