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Bullet/BroadphaseCollision/Dispatcher.h
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Bullet/BroadphaseCollision/Dispatcher.h
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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 _DISPATCHER_H
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#define _DISPATCHER_H
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class CollisionAlgorithm;
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struct BroadphaseProxy;
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class RigidBody;
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struct CollisionObject;
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class ManifoldResult;
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enum CollisionDispatcherId
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{
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RIGIDBODY_DISPATCHER = 0,
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USERCALLBACK_DISPATCHER
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};
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class PersistentManifold;
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struct DispatcherInfo
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{
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enum DispatchFunc
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{
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DISPATCH_DISCRETE = 1,
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DISPATCH_CONTINUOUS
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};
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DispatcherInfo()
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:m_dispatchFunc(DISPATCH_DISCRETE),
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m_timeOfImpact(1.f),
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m_useContinuous(false),
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m_debugDraw(0),
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m_enableSatConvex(false)
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{
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}
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float m_timeStep;
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int m_stepCount;
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int m_dispatchFunc;
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float m_timeOfImpact;
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bool m_useContinuous;
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class IDebugDraw* m_debugDraw;
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bool m_enableSatConvex;
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};
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/// Dispatcher can be used in combination with broadphase to dispatch overlapping pairs.
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/// For example for pairwise collision detection or user callbacks (game logic).
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class Dispatcher
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{
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public:
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virtual ~Dispatcher() ;
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virtual CollisionAlgorithm* FindAlgorithm(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;
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//
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// asume dispatchers to have unique id's in the range [0..max dispacher]
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//
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virtual int GetUniqueId() = 0;
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virtual PersistentManifold* GetNewManifold(void* body0,void* body1)=0;
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virtual void ReleaseManifold(PersistentManifold* manifold)=0;
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virtual void ClearManifold(PersistentManifold* manifold)=0;
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virtual bool NeedsCollision(BroadphaseProxy& proxy0,BroadphaseProxy& proxy1) = 0;
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virtual ManifoldResult* GetNewManifoldResult(CollisionObject* obj0,CollisionObject* obj1,PersistentManifold* manifold) =0;
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virtual void ReleaseManifoldResult(ManifoldResult*)=0;
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};
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#endif //_DISPATCHER_H
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