git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@206 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -27,7 +27,6 @@ using namespace reactphysics3d;
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// Constructor
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CollisionEngine::CollisionEngine(CollisionWorld* world, const Time& timeStep)
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:DynamicEngine(world, timeStep) {
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}
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// Destructor
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@ -37,34 +36,20 @@ CollisionEngine::~CollisionEngine() {
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// Update the physics simulation
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void CollisionEngine::update() {
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CollisionWorld* collisionWorld = dynamic_cast<CollisionWorld*>(world);
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assert(collisionWorld != 0);
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// Remove all old collision contact constraints
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collisionWorld->removeAllContactConstraints();
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Time timeFirst(0); // First collision time
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Time timeLast(DBL_MAX); // Last collision separation time
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// Compute the collision detection
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if (collisionDetection.computeCollisionDetection(collisionWorld, timer.getTimeStep(), timeFirst)) {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body
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updateBodyState(rigidBody, timeFirst);
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if (collisionDetection.computeCollisionDetection(collisionWorld)) {
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// TODO : Do collision response here
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}
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// Stop the body (TO DELETE)
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rigidBody->setIsMotionEnabled(false); // TODO : DELETE THIS
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}
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}
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else {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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@ -72,8 +57,6 @@ void CollisionEngine::update() {
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body with an entire time step
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updateBodyState(rigidBody, timer.getTimeStep());
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std::cout << "NO NO NO" << std::endl; // TODO : DELETE THIS
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}
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}
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}
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@ -81,7 +64,7 @@ void CollisionEngine::update() {
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timer.update();
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}
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// For each body in the dynamic world
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// For each body in the the dynamic world
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for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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@ -19,8 +19,7 @@
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// Libraries
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#include "DynamicEngine.h"
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#include "RK4.h"
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#include "Euler.h"
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#include "integration/RungeKutta.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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@ -35,7 +34,7 @@ DynamicEngine::DynamicEngine(DynamicWorld* world, const Time& timeStep)
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}
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// Creation of the RK4 integration algorithm
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integrationAlgorithm = new RK4();
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integrationAlgorithm = new RungeKutta4();
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}
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// Copy-constructor
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@ -67,7 +66,6 @@ void DynamicEngine::updateBodyState(RigidBody* const rigidBody, const Time& time
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// If the body state has changed, we have to update some informations in the rigid body
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rigidBody->update();
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}
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// Update the physics simulation
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@ -22,7 +22,7 @@
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// Libraries
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#include "PhysicsEngine.h"
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#include "IntegrationAlgorithm.h"
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#include "../integration/IntegrationAlgorithm.h"
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#include "../body/Body.h"
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#include "../body/RigidBody.h"
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#include "../body/BodyState.h"
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