reactphysics3d/src/engine/Island.h
2019-09-27 07:20:30 +02:00

143 lines
4.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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 REACTPHYSICS3D_ISLAND_H
#define REACTPHYSICS3D_ISLAND_H
// Libraries
#include "constraint/Joint.h"
namespace reactphysics3d {
// Declarations
class RigidBody;
class SingleFrameAllocator;
class ContactManifold;
// Class Island
/**
* An island represent an isolated group of awake bodies that are connected with each other by
* some contraints (contacts or joints).
*/
class Island {
private:
// -------------------- Attributes -------------------- //
/// Array with all the bodies of the island
RigidBody** mBodies;
/// Array with all the contact manifolds between bodies of the island
ContactManifold** mContactManifolds;
/// Current number of bodies in the island
uint mNbBodies;
/// Current number of contact manifold in the island
uint mNbContactManifolds;
public:
// -------------------- Methods -------------------- //
/// Constructor
Island(uint nbMaxBodies, uint nbMaxContactManifolds, MemoryManager& memoryManager);
/// Destructor
~Island();
/// Deleted assignment operator
Island& operator=(const Island& island) = delete;
/// Deleted copy-constructor
Island(const Island& island) = delete;
/// Add a body into the island
void addBody(RigidBody* body);
/// Add a contact manifold into the island
void addContactManifold(ContactManifold* contactManifold);
/// Add a joint into the island
void addJoint(Joint* joint);
/// Return the number of bodies in the island
uint getNbBodies() const;
/// Return the number of contact manifolds in the island
uint getNbContactManifolds() const;
/// Return the number of joints in the island
uint getNbJoints() const;
/// Return a pointer to the array of bodies
RigidBody** getBodies();
/// Return a pointer to the array of contact manifolds
ContactManifold** getContactManifolds();
// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
};
// Add a body into the island
inline void Island::addBody(RigidBody* body) {
assert(!body->isSleeping());
mBodies[mNbBodies] = body;
mNbBodies++;
}
// Add a contact manifold into the island
inline void Island::addContactManifold(ContactManifold* contactManifold) {
mContactManifolds[mNbContactManifolds] = contactManifold;
mNbContactManifolds++;
}
// Return the number of bodies in the island
inline uint Island::getNbBodies() const {
return mNbBodies;
}
// Return the number of contact manifolds in the island
inline uint Island::getNbContactManifolds() const {
return mNbContactManifolds;
}
// Return a pointer to the array of bodies
inline RigidBody** Island::getBodies() {
return mBodies;
}
// Return a pointer to the array of contact manifolds
inline ContactManifold** Island::getContactManifolds() {
return mContactManifolds;
}
}
#endif