git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@82 92aac97c-a6ce-11dd-a772-7fcde58d38e6

This commit is contained in:
chappuis.daniel 2009-02-10 14:31:43 +00:00
parent 4471d0b07f
commit 22b88a4970
3 changed files with 191 additions and 0 deletions

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/****************************************************************************
* 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 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef PHYSICSENGINE_H
#define PHYSICSENGINE_H
// Libraries
#include "PhysicsWorld.h"
#include "Timer.h"
// Namespace ReactPhysics3D
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class PhysicsEngine :
This is an abstract class that represents the physics engine
of the library.
-------------------------------------------------------------------
*/
class PhysicsEngine {
private :
PhysicsEngine(const PhysicsEngine&); // Copy-constructor is private because we don't want it to be used
protected :
PhysicsWorld world; // Physics world of the physics engine
Timer timer; // Timer of the physics engine
public :
PhysicsEngine(); // Constructor
virtual ~PhysicsEngine(); // Destructor
virtual void update()=0; // Update the physics simulation
};
}
#endif

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/****************************************************************************
* 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 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "World.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
PhysicsWorld::PhysicsWorld(const Vector3D& gravity) : gravity(gravity) {
}
// 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(); ) {
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");
}
}

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/****************************************************************************
* 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 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef WORLD_H
#define WORLD_H
// Libraries
#include <vector>
#include <stdexcept>
#include "../mathematics/mathematics.h"
#include "../body/Body.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class PhysicsWorld :
This is an (abstract) class that represents the world of the
physics engine. A physics world contains all the bodies of the physics
engine.
-------------------------------------------------------------------
*/
class PhysicsWorld {
private :
PhysicsWorld(const PhysicsWorld&); // Copy-constructor is private because we don't want it to be used
protected :
std::vector<Body*> bodyList; // list that contains all bodies of the physics world
Vector3D gravity; // Gravity vector of the world
public :
PhysicsWorld(const Vector3D& gravity); // Constructor
virtual ~PhysicsWorld(); // Destructor
void addBody(Body* body) throw(std::invalid_argument); // Add a body to the physics world
void removeBody(Body const* const body) throw(std::invalid_argument); // Remove a body from the physics world
};
} // End of the ReactPhysics3D namespace
#endif