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Mezzanine
src
Physics
collisiondispatcher.h.cpp
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// © Copyright 2010 - 2014 BlackTopp Studios Inc.
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/* This file is part of The Mezzanine Engine.
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The Mezzanine Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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The Mezzanine Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* The original authors have included a copy of the license specified above in the
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'Docs' folder. See 'gpl.txt'
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*/
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/* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
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Build professional software and charge for their product.
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However there are some practical restrictions, so if your project involves
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any of the following you should contact us and we will try to work something
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out:
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- DRM or Copy Protection of any kind(except Copyrights)
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- Software Patents You Do Not Wish to Freely License
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- Any Kind of Linking to Non-GPL licensed Works
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- Are Currently In Violation of Another Copyright Holder's GPL License
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- If You want to change our code and not add a few hundred MB of stuff to
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your distribution
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These and other limitations could cause serious legal problems if you ignore
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them, so it is best to simply contact us or the Free Software Foundation, if
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you have any questions.
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Joseph Toppi - toppij@gmail.com
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John Blackwood - makoenergy02@gmail.com
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*/
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#ifndef _physicscollisiondispatcher_h_cpp
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#define _physicscollisiondispatcher_h_cpp
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#include <btBulletDynamicsCommon.h>
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#include <BulletMultiThreaded/SpuGatheringCollisionDispatcher.h>
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#include <list>
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namespace
Mezzanine
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{
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namespace
Physics
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{
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/// @typedef AlgoList
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/// @brief Convenience datatype for a collection of Collision Algorithms.
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typedef
std::list<btCollisionAlgorithm*>
AlgoList
;
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///////////////////////////////////////////////////////////////////////////////
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/// @internal
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/// @brief Used to provide better reporting of collisions.
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/// @details
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///////////////////////////////////////
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class
CollisionDispatcher
:
public
btCollisionDispatcher
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{
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protected
:
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/// @internal
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/// @brief A list of all the algorithms that have been created and need processing.
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AlgoList
AlgoCreationQueue
;
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public
:
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/// @brief Class constructor.
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/// @param CollisionConfig The collision configuration for the world being created.
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CollisionDispatcher
(btCollisionConfiguration* CollisionConfig);
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/// @brief Class destructor.
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virtual
~CollisionDispatcher
();
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///////////////////////////////////////////////////////////////////////////////
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// New Implementation based on Algorithm creation
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/// @brief Allocates space for a new Collision Algorithm between two objects.
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/// @note This usually means that a collision has started between two objects.
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/// @param size The size needed for the new Collision Algorithm.
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void
*
allocateCollisionAlgorithm
(
int
size);
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/// @brief Frees up the space belonging to a Collision Algorithm that is no longer needed.
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/// @note This usually means that a collision has ended between two objects.
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/// @param ptr A pointer to Collision Algorithim that is being removed.
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void
freeCollisionAlgorithm
(
void
* ptr);
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/// @brief Gets the list of algorithms that have been created and need processing.
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/// @return Returns a reference to the list of algorithms that need processing.
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AlgoList
*
GetAlgoCreationQueue
();
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///////////////////////////////////////////////////////////////////////////////
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// Old Implementation based on Manifold creation
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/*btPersistentManifold* getNewManifold(void* b0, void* b1);
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void releaseManifold(btPersistentManifold* manifold);
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void releaseManifoldManual(btPersistentManifold* manifold);// */
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};
// ©ollisionDispatcher
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///////////////////////////////////////////////////////////////////////////////
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/// @internal
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/// @brief Used to provide better reporting of collisions in a multithreaded environment.
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/// @details
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///////////////////////////////////////
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class
ParallelCollisionDispatcher
:
public
SpuGatheringCollisionDispatcher
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{
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protected
:
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/// @internal
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/// @brief A list of all the algorithms that have been created and need processing.
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AlgoList
AlgoCreationQueue
;
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public
:
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/// @brief Class constructor.
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/// @param CollisionConfig The collision configuration for the world being created.
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ParallelCollisionDispatcher
(btThreadSupportInterface* ThreadInterface,
unsigned
int
MaxNumTasks, btCollisionConfiguration* CollisionConfig);
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/// @brief Class destructor.
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virtual
~ParallelCollisionDispatcher
();
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///////////////////////////////////////////////////////////////////////////////
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// New Implementation based on Algorithm creation
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/// @brief Allocates space for a new Collision Algorithm between two objects.
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/// @note This usually means that a collision has started between two objects.
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/// @param size The size needed for the new Collision Algorithm.
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void
*
allocateCollisionAlgorithm
(
int
size);
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/// @brief Frees up the space belonging to a Collision Algorithm that is no longer needed.
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/// @note This usually means that a collision has ended between two objects.
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/// @param ptr A pointer to Collision Algorithim that is being removed.
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void
freeCollisionAlgorithm
(
void
* ptr);
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/// @brief Gets the list of algorithms that have been created and need processing.
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/// @return Returns a reference to the list of algorithms that need processing.
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AlgoList
*
GetAlgoCreationQueue
();
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///////////////////////////////////////////////////////////////////////////////
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// Old Implementation based on Manifold creation
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/*btPersistentManifold* getNewManifold(void* b0, void* b1);
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void releaseManifold(btPersistentManifold* manifold);
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void releaseManifoldManual(btPersistentManifold* manifold);// */
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};
// ©ollisionDispatcher
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}
//Physics
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}
//Mezzanine
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#endif
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