reactphysics3d/sources/reactphysics3d/engine/PhysicsWorld.cpp

115 lines
4.4 KiB
C++

/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "PhysicsWorld.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
PhysicsWorld::PhysicsWorld(const Vector3D& gravity)
: gravity(gravity), isGravityOn(true) {
}
// Destructor
PhysicsWorld::~PhysicsWorld() {
}
// Add a body to the physics world
void PhysicsWorld::addBody(Body* body) throw(std::invalid_argument) {
// Check if the body pointer is not null
if (body != 0) {
// Check if the body pointer isn't already in the bodyList
for(std::vector<Body*>::iterator it = bodyList.begin(); it != bodyList.end(); ++it) {
if (*it == body) {
// The body is already in the bodyList, therefore we throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument body is already in the PhysicsWorld");
}
}
// The body isn't already in the bodyList, therefore we add it to the list
bodyList.push_back(body);
}
else {
// Throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument pointer cannot be NULL");
}
}
// Remove a body from the physics world
void PhysicsWorld::removeBody(Body const* const body) throw(std::invalid_argument) {
// Check if the body pointer is not null
if (body != 0) {
// Look for the body to remove in the bodyList
std::vector<Body*>::iterator it = bodyList.begin();
while(it != bodyList.end() && *it != body) {
// Increment the iterator
++it;
}
// If we have found the body to remove in the bodyList
if (*it == body) {
// Remove the body
bodyList.erase(it);
} else {
// The body is not in the bodyList, therfore we throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument body to remove is not in the PhysicsWorld");
}
}
else {
// Throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument pointer cannot be NULL");
}
}
// Add a constraint into the physics world
void PhysicsWorld::addConstraint(Constraint* constraint) throw(std::invalid_argument) {
assert(constraint != 0);
constraintList.push_back(constraint);
}
// Remove a constraint
void PhysicsWorld::removeConstraint(Constraint* constraint) throw(std::invalid_argument) {
// TODO : Implement this method
}
// Remove all collision contacts constraints
void PhysicsWorld::removeAllContactConstraints() {
// For all constraints
for (std::vector<Constraint*>::iterator it = constraintList.begin(); it != constraintList.end(); ) {
// Try a downcasting
Contact* contact = dynamic_cast<Contact*>(*it);
// If the constraint is a contact
if (contact != 0) {
// Delete the contact
delete (*it);
it = constraintList.erase(it);
}
else {
++it;
}
}
}