55 lines
2.3 KiB
C++
55 lines
2.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 the use of this software.
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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 freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be 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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#ifndef EMPTY_ALGORITH
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#define EMPTY_ALGORITH
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "btCollisionCreateFunc.h"
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#include "btCollisionDispatcher.h"
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#define ATTRIBUTE_ALIGNED(a)
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///EmptyAlgorithm is a stub for unsupported collision pairs.
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///The dispatcher can dispatch a persistent btEmptyAlgorithm to avoid a search every frame.
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class btEmptyAlgorithm : public btCollisionAlgorithm
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{
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public:
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btEmptyAlgorithm(const btCollisionAlgorithmConstructionInfo& ci);
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virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
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{
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}
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struct CreateFunc :public btCollisionAlgorithmCreateFunc
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{
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virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
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{
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(void)body0;
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(void)body1;
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void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btEmptyAlgorithm));
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return new(mem) btEmptyAlgorithm(ci);
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}
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};
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} ATTRIBUTE_ALIGNED(16);
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#endif //EMPTY_ALGORITH
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