/* * Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz> * * 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<PersistentManifold> getInternalManifoldPointer(); //public abstract Object allocateCollisionAlgorithm(int size); public abstract void freeCollisionAlgorithm(CollisionAlgorithm algo); }