Bullet Collision Detection & Physics Library
btCollisionDispatcher.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #ifndef BT_COLLISION__DISPATCHER_H
17 #define BT_COLLISION__DISPATCHER_H
18 
21 
23 
26 
27 class btIDebugDraw;
29 class btPoolAllocator;
31 
32 #include "btCollisionCreateFunc.h"
33 
34 #define USE_DISPATCH_REGISTRY_ARRAY 1
35 
38 typedef void (*btNearCallback)(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo);
39 
40 
44 {
45 
46 protected:
47 
49 
51 
53 
55 
57 
59 
61 
63 
64 
65 public:
66 
68  {
72  };
73 
74  int getDispatcherFlags() const
75  {
76  return m_dispatcherFlags;
77  }
78 
79  void setDispatcherFlags(int flags)
80  {
81  m_dispatcherFlags = flags;
82  }
83 
85  void registerCollisionCreateFunc(int proxyType0,int proxyType1, btCollisionAlgorithmCreateFunc* createFunc);
86 
87  int getNumManifolds() const
88  {
89  return int( m_manifoldsPtr.size());
90  }
91 
93  {
94  return m_manifoldsPtr.size()? &m_manifoldsPtr[0] : 0;
95  }
96 
98  {
99  return m_manifoldsPtr[index];
100  }
101 
103  {
104  return m_manifoldsPtr[index];
105  }
106 
107  btCollisionDispatcher (btCollisionConfiguration* collisionConfiguration);
108 
109  virtual ~btCollisionDispatcher();
110 
112 
113  virtual void releaseManifold(btPersistentManifold* manifold);
114 
115 
116  virtual void clearManifold(btPersistentManifold* manifold);
117 
118  btCollisionAlgorithm* findAlgorithm(const btCollisionObjectWrapper* body0Wrap,const btCollisionObjectWrapper* body1Wrap,btPersistentManifold* sharedManifold = 0);
119 
120  virtual bool needsCollision(const btCollisionObject* body0,const btCollisionObject* body1);
121 
122  virtual bool needsResponse(const btCollisionObject* body0,const btCollisionObject* body1);
123 
124  virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,const btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher) ;
125 
126  void setNearCallback(btNearCallback nearCallback)
127  {
128  m_nearCallback = nearCallback;
129  }
130 
132  {
133  return m_nearCallback;
134  }
135 
136  //by default, Bullet will use this near callback
137  static void defaultNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo);
138 
139  virtual void* allocateCollisionAlgorithm(int size);
140 
141  virtual void freeCollisionAlgorithm(void* ptr);
142 
144  {
146  }
147 
149  {
151  }
152 
154  {
155  m_collisionConfiguration = config;
156  }
157 
159  {
161  }
162 
164  {
166  }
167 
168 };
169 
170 #endif //BT_COLLISION__DISPATCHER_H
171