// This source file is part of HGamer3D // (A project to enable 3D game development in Haskell) // For the latest info, see http://www.althainz.de/HGamer3D.html // // (c) 2011, 2012 Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // ClassBroadphaseInterface.h // #include "wchar.h" #ifndef _DEFINED_HG3D_ClassBroadphaseInterface #define _DEFINED_HG3D_ClassBroadphaseInterface #include "ClassPtr.h" #include "ClassDispatcher.h" #include "StructVec3.h" // void bt_brdpintf_destruct(struct hg3dclass_struct * thisclass_c); // calculateOverlappingPairs is optional: incremental algorithms (sweep and prune) might do it during the set aabb void bt_brdpintf_calculateOverlappingPairs(struct hg3dclass_struct * thisclass_c, struct hg3dclass_struct * dispatcher_c); // void bt_brdpintf_getBroadphaseAabb(struct hg3dclass_struct * thisclass_c, struct vector3_struct * aabbMin_c, struct vector3_struct * aabbMax_c); // reset broadphase internal structures, to ensure determinism/reproducability void bt_brdpintf_resetPool(struct hg3dclass_struct * thisclass_c, struct hg3dclass_struct * dispatcher_c); // void bt_brdpintf_printStats(struct hg3dclass_struct * thisclass_c); #endif