example that shows how to register your own collision algorithms.
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SPHERE_SPHERE_COLLISION_ALGORITHM_H
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#define SPHERE_SPHERE_COLLISION_ALGORITHM_H
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#include "BroadphaseCollision/CollisionAlgorithm.h"
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#include "BroadphaseCollision/BroadphaseProxy.h"
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#include "CollisionDispatch/CollisionCreateFunc.h"
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class PersistentManifold;
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/// SphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
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/// Other features are frame-coherency (persistent data) and collision response.
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/// Also provides the most basic sample for custom/user CollisionAlgorithm
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class SphereSphereCollisionAlgorithm : public CollisionAlgorithm
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{
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bool m_ownManifold;
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PersistentManifold* m_manifoldPtr;
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public:
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SphereSphereCollisionAlgorithm(const CollisionAlgorithmConstructionInfo& ci)
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: CollisionAlgorithm(ci) {}
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virtual void ProcessCollision (BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo);
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virtual float CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,const DispatcherInfo& dispatchInfo);
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SphereSphereCollisionAlgorithm(PersistentManifold* mf,const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1);
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virtual ~SphereSphereCollisionAlgorithm();
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struct CreateFunc :public CollisionAlgorithmCreateFunc
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{
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virtual CollisionAlgorithm* CreateCollisionAlgorithm(CollisionAlgorithmConstructionInfo& ci, BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
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{
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return new SphereSphereCollisionAlgorithm(0,ci,proxy0,proxy1);
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}
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};
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};
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#endif //SPHERE_SPHERE_COLLISION_ALGORITHM_H
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