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/*
* Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#ifndef COLLISION_DISPATCHER_H
#define COLLISION_DISPATCHER_H
class CollisionAlgorithm;
struct BroadphaseProxy;
class RigidBody;
enum CollisionDispatcherId
{
RIGIDBODY_DISPATCHER = 0,
RAGDOLL_DISPATCHER
};
class PersistentManifold;
struct DispatcherInfo
{
enum DispatchFunc
{
DISPATCH_DISCRETE = 1,
DISPATCH_CONTINUOUS
};
DispatcherInfo()
:m_dispatchFunc(DISPATCH_DISCRETE),
m_timeOfImpact(1.f),
m_useContinuous(false)
{
}
float m_timeStep;
int m_stepCount;
int m_dispatchFunc;
float m_timeOfImpact;
bool m_useContinuous;
};
/// Collision Dispatcher can be used in combination with broadphase and collision algorithms.
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;
};
#endif //COLLISION_DISPATCHER_H
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