2010-09-09 19:41:14 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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2009-11-20 13:53:22 +00:00
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#ifndef NOBROADPHASEALGORITHM_H
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#define NOBROADPHASEALGORITHM_H
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// Libraries
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#include "BroadPhaseAlgorithm.h"
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2010-08-05 15:06:34 +00:00
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#include <algorithm>
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2009-11-20 13:53:22 +00:00
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* --------------------------------------------------------------------
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2010-08-05 15:06:34 +00:00
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Class NoBroadPhaseAlgorithm :
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2009-11-20 13:53:22 +00:00
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This class implements a broad-phase algorithm that does nothing.
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It should be use if we don't want to perform a broad-phase for
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the collision detection.
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--------------------------------------------------------------------
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*/
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class NoBroadPhaseAlgorithm : public BroadPhaseAlgorithm {
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2010-08-05 15:06:34 +00:00
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protected :
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std::vector<Body*> bodies; // All bodies of the engine
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2009-11-20 13:53:22 +00:00
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public :
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NoBroadPhaseAlgorithm(); // Constructor
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virtual ~NoBroadPhaseAlgorithm(); // Destructor
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2010-08-05 15:06:34 +00:00
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virtual void computePossibleCollisionPairs(std::vector<Body*> addedBodies, std::vector<Body*> removedBodies,
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std::vector<std::pair<const Body*, const Body* > >& possibleCollisionPairs); // Compute the possible collision pairs of bodies
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2009-11-20 13:53:22 +00:00
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};
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2010-08-05 15:06:34 +00:00
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// Compute the possible collision pairs of bodies
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// The arguments "addedBodies" and "removedBodies" are respectively the set
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// of bodies that have been added and removed since the last broad-phase
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// computation. Before the call, the argument "possibleCollisionPairs"
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// correspond to the possible colliding pairs of bodies from the last broad-phase
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// computation. This methods computes the current possible collision pairs of
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// bodies and update the "possibleCollisionPairs" argument. This broad-phase
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// algorithm doesn't do anything and therefore the "possibleCollisionPairs" set
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// must contains all the possible pairs of bodies
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inline void NoBroadPhaseAlgorithm::computePossibleCollisionPairs(std::vector<Body*> addedBodies, std::vector<Body*> removedBodies,
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std::vector<std::pair<const Body*, const Body* > >& possibleCollisionPairs) {
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// Add the new bodies
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for (std::vector<Body*>::iterator it = addedBodies.begin(); it < addedBodies.end(); it++) {
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bodies.push_back(*it);
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}
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// Remove the bodies to be removed
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for (std::vector<Body*>::iterator it = removedBodies.begin(); it < removedBodies.end(); it++) {
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bodies.erase(std::find(bodies.begin(), bodies.end(), *it));
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}
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// If the set of bodies have been changed
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if (addedBodies.size() + removedBodies.size() > 0) {
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// Recompute all the possible pairs of bodies
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possibleCollisionPairs.clear();
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for (std::vector<Body*>::iterator it1 = addedBodies.begin(); it1 < addedBodies.end(); it1++) {
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for (std::vector<Body*>::iterator it2 = addedBodies.begin(); it2 < addedBodies.end(); it2++) {
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if (*it1 != *it2) {
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possibleCollisionPairs.push_back(std::make_pair(*it1, *it2));
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}
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}
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}
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}
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2009-11-20 13:53:22 +00:00
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}
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} // End of reactphysics3d namespace
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#endif
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