mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-16 06:30:05 +00:00
8c023e764c
Did some tests with 3000 rigidbodies, works much smoother now :)
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
/*
|
|
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;
|
|
class OverlappingPairCache;
|
|
|
|
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).
|
|
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 bool NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1)=0;
|
|
|
|
virtual ManifoldResult* GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold) =0;
|
|
|
|
virtual void ReleaseManifoldResult(ManifoldResult*)=0;
|
|
|
|
virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo)=0;
|
|
|
|
virtual int GetNumManifolds() const = 0;
|
|
|
|
virtual PersistentManifold* GetManifoldByIndexInternal(int index) = 0;
|
|
|
|
};
|
|
|
|
|
|
#endif //_DISPATCHER_H
|