/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 Daniel Chappuis * ********************************************************************************* * * * 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. * * * ********************************************************************************/ #ifndef TRIANGLES_STORE_H #define TRIANGLES_STORE_H #include "TriangleEPA.h" // Libraries #include // ReactPhysics3D namespace namespace reactphysics3d { // Constants const unsigned int MAX_TRIANGLES = 200; // Maximum number of triangles /* ------------------------------------------------------------------- Class TrianglesStore : This class stores several triangles of the polytope in the EPA algorithm. ------------------------------------------------------------------- */ class TrianglesStore { private: TriangleEPA triangles[MAX_TRIANGLES]; // Triangles int nbTriangles; // Number of triangles public: TrianglesStore(); // Constructor ~TrianglesStore(); // Destructor void clear(); // Clear all the storage int getNbTriangles() const; // Return the number of triangles void setNbTriangles(int backup); // Set the number of triangles TriangleEPA& last(); // Return the last triangle TriangleEPA* newTriangle(const Vector3* vertices, uint v0, uint v1, uint v2); // Create a new triangle TriangleEPA& operator[](int i); // Access operator }; // Clear all the storage inline void TrianglesStore::clear() { nbTriangles = 0; } // Return the number of triangles inline int TrianglesStore::getNbTriangles() const { return nbTriangles; } inline void TrianglesStore::setNbTriangles(int backup) { nbTriangles = backup; } // Return the last triangle inline TriangleEPA& TrianglesStore::last() { assert(nbTriangles > 0); return triangles[nbTriangles - 1]; } // Create a new triangle inline TriangleEPA* TrianglesStore::newTriangle(const Vector3* vertices, uint v0, uint v1, uint v2) { TriangleEPA* newTriangle = 0; // If we have not reach the maximum number of triangles if (nbTriangles != MAX_TRIANGLES) { newTriangle = &triangles[nbTriangles++]; new (newTriangle) TriangleEPA(v0, v1, v2); if (!newTriangle->computeClosestPoint(vertices)) { nbTriangles--; newTriangle = 0; } } // Return the new triangle return newTriangle; } // Access operator inline TriangleEPA& TrianglesStore::operator[](int i) { return triangles[i]; } } // End of ReactPhysics3D namespace #endif