reactphysics3d/src/engine/CollisionWorld.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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 COLLISION_WORLD_H
#define COLLISION_WORLD_H
// Libraries
#include <vector>
#include <set>
#include <algorithm>
#include "../mathematics/mathematics.h"
#include "Profiler.h"
#include "../body/CollisionBody.h"
#include "OverlappingPair.h"
#include "../collision/CollisionDetection.h"
#include "../constraint/Constraint.h"
#include "../constraint/ContactPoint.h"
#include "../memory/MemoryAllocator.h"
/// Namespace reactphysics3d
namespace reactphysics3d {
// Class CollisionWorld
/**
* This class represent a world where it is possible to move bodies
* by hand and to test collision between each other. In this kind of
* world, the bodies movement is not computed using the laws of physics.
*/
class CollisionWorld {
protected :
// -------------------- Attributes -------------------- //
/// Reference to the collision detection
CollisionDetection mCollisionDetection;
/// All the bodies (rigid and soft) of the world
std::set<CollisionBody*> mBodies;
/// Broad-phase overlapping pairs of bodies
std::map<bodyindexpair, OverlappingPair*> mOverlappingPairs;
/// Current body ID
bodyindex mCurrentBodyID;
/// List of free ID for rigid bodies
std::vector<luint> mFreeBodiesIDs;
/// Memory allocator
MemoryAllocator mMemoryAllocator;
// -------------------- Methods -------------------- //
/// Private copy-constructor
CollisionWorld(const CollisionWorld& world);
/// Private assignment operator
CollisionWorld& operator=(const CollisionWorld& world);
/// Notify the world about a new broad-phase overlapping pair
virtual void notifyAddedOverlappingPair(const BroadPhasePair* addedPair);
/// Notify the world about a removed broad-phase overlapping pair
virtual void notifyRemovedOverlappingPair(const BroadPhasePair* removedPair);
/// Notify the world about a new narrow-phase contact
virtual void notifyNewContact(const BroadPhasePair* pair, const ContactInfo* contactInfo);
/// Update the overlapping pair
virtual void updateOverlappingPair(const BroadPhasePair* pair);
/// Return the next available body ID
bodyindex computeNextAvailableBodyID();
public :
// ----- Methods ----- //
/// Constructor
CollisionWorld();
/// Destructor
virtual ~CollisionWorld();
/// Return an iterator to the beginning of the bodies of the physics world
std::set<CollisionBody*>::iterator getBodiesBeginIterator();
/// Return an iterator to the end of the bodies of the physics world
std::set<CollisionBody*>::iterator getBodiesEndIterator();
/// Create a collision body
CollisionBody* createCollisionBody(const Transform& transform,
CollisionShape* collisionShape);
/// Destroy a collision body
void destroyCollisionBody(CollisionBody* collisionBody);
// ----- Friends ----- //
friend class CollisionDetection;
};
// Return an iterator to the beginning of the bodies of the physics world
inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesBeginIterator() {
return mBodies.begin();
}
// Return an iterator to the end of the bodies of the physics world
inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesEndIterator() {
return mBodies.end();
}
}
#endif