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JBullet - Java port of Bullet Physics Library
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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 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.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package com.bulletphysics.collision.broadphase;
import com.bulletphysics.collision.dispatch.CollisionObject;
import com.bulletphysics.collision.narrowphase.PersistentManifold;
import com.bulletphysics.util.ObjectArrayList;
/**
* Dispatcher abstract class can be used in combination with broadphase to dispatch
* calculations for overlapping pairs. For example for pairwise collision detection,
* calculating contact points stored in {@link PersistentManifold} or user callbacks
* (game logic).
*
* @author jezek2
*/
public abstract class Dispatcher {
public final CollisionAlgorithm findAlgorithm(CollisionObject body0, CollisionObject body1) {
return findAlgorithm(body0, body1, null);
}
public abstract CollisionAlgorithm findAlgorithm(CollisionObject body0, CollisionObject body1, PersistentManifold sharedManifold);
public abstract PersistentManifold getNewManifold(Object body0, Object body1);
public abstract void releaseManifold(PersistentManifold manifold);
public abstract void clearManifold(PersistentManifold manifold);
public abstract boolean needsCollision(CollisionObject body0, CollisionObject body1);
public abstract boolean needsResponse(CollisionObject body0, CollisionObject body1);
public abstract void dispatchAllCollisionPairs(OverlappingPairCache pairCache, DispatcherInfo dispatchInfo, Dispatcher dispatcher);
public abstract int getNumManifolds();
public abstract PersistentManifold getManifoldByIndexInternal(int index);
public abstract ObjectArrayList getInternalManifoldPointer();
//public abstract Object allocateCollisionAlgorithm(int size);
public abstract void freeCollisionAlgorithm(CollisionAlgorithm algo);
}