/*
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* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
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*
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* Bullet Continuous Collision Detection and Physics Library
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* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
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*
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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
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* the use of this software.
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*
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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
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* 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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package com.bulletphysics.collision.broadphase;
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import com.bulletphysics.collision.dispatch.CollisionObject;
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import com.bulletphysics.collision.narrowphase.PersistentManifold;
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import com.bulletphysics.util.ObjectArrayList;
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/**
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* Dispatcher abstract class can be used in combination with broadphase to dispatch
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* calculations for overlapping pairs. For example for pairwise collision detection,
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* calculating contact points stored in {@link PersistentManifold} or user callbacks
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* (game logic).
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*
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* @author jezek2
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*/
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public abstract class Dispatcher implements java.io.Serializable {
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public final CollisionAlgorithm findAlgorithm(CollisionObject body0, CollisionObject body1) {
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return findAlgorithm(body0, body1, null);
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}
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public abstract CollisionAlgorithm findAlgorithm(CollisionObject body0, CollisionObject body1, PersistentManifold sharedManifold);
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public abstract PersistentManifold getNewManifold(Object body0, Object body1);
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public abstract void releaseManifold(PersistentManifold manifold);
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public abstract void clearManifold(PersistentManifold manifold);
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public abstract boolean needsCollision(CollisionObject body0, CollisionObject body1);
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public abstract boolean needsResponse(CollisionObject body0, CollisionObject body1);
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public abstract void dispatchAllCollisionPairs(OverlappingPairCache pairCache, DispatcherInfo dispatchInfo, Dispatcher dispatcher);
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public abstract int getNumManifolds();
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public abstract PersistentManifold getManifoldByIndexInternal(int index);
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public abstract ObjectArrayList<PersistentManifold> getInternalManifoldPointer();
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//public abstract Object allocateCollisionAlgorithm(int size);
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public abstract void freeCollisionAlgorithm(CollisionAlgorithm algo);
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}
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