git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@179 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
c92a3ade52
commit
7dca618ce0
91
sources/reactphysics3d/engine/CollisionEngine.cpp
Normal file
91
sources/reactphysics3d/engine/CollisionEngine.cpp
Normal file
|
@ -0,0 +1,91 @@
|
|||
/***************************************************************************
|
||||
* 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 Lesser 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 Lesser General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU Lesser General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
||||
***************************************************************************/
|
||||
|
||||
// Libraries
|
||||
#include "CollisionEngine.h"
|
||||
#include <cfloat>
|
||||
|
||||
// We want to use the ReactPhysics3D namespace
|
||||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
CollisionEngine::CollisionEngine(CollisionWorld* world, const Time& timeStep)
|
||||
:DynamicEngine(world, timeStep) {
|
||||
|
||||
}
|
||||
|
||||
// Destructor
|
||||
CollisionEngine::~CollisionEngine() {
|
||||
|
||||
}
|
||||
|
||||
// Update the physics simulation
|
||||
void CollisionEngine::update() {
|
||||
|
||||
CollisionWorld* collisionWorld = dynamic_cast<CollisionWorld*>(world);
|
||||
assert(collisionWorld != 0);
|
||||
|
||||
// While the time accumulator is not empty
|
||||
while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
|
||||
|
||||
// Remove all old collision contact constraints
|
||||
collisionWorld->removeAllContactConstraints();
|
||||
|
||||
Time timeFirst = 0; // First collision time
|
||||
Time timeLast = DBL_MAX; // Last collision separation time
|
||||
|
||||
// Compute the collision detection
|
||||
if(collisionDetection.computeCollisionDetection(collisionWorld, timer.getTimeStep(), timeFirst, timeLast)) {
|
||||
// For each body in the dynamic world
|
||||
for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
|
||||
// If the body is a RigidBody and if the rigid body motion is enabled
|
||||
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
|
||||
if (rigidBody && rigidBody->getIsMotionEnabled()) {
|
||||
// Update the state of the rigid body
|
||||
updateBodyState(rigidBody, timeFirst);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
// For each body in the dynamic world
|
||||
for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
|
||||
// If the body is a RigidBody and if the rigid body motion is enabled
|
||||
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
|
||||
if (rigidBody && rigidBody->getIsMotionEnabled()) {
|
||||
// Update the state of the rigid body with an entire time step
|
||||
updateBodyState(rigidBody, timer.getTimeStep());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update the timer
|
||||
timer.update();
|
||||
}
|
||||
|
||||
// For each body in the dynamic world
|
||||
for(std::vector<Body*>::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
|
||||
// If the body is a RigidBody and if the rigid body motion is enabled
|
||||
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
|
||||
if (rigidBody && rigidBody->getIsMotionEnabled()) {
|
||||
// Update the interpolation factor of the rigid body
|
||||
// This one will be used to compute the interpolated state
|
||||
rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
|
||||
}
|
||||
}
|
||||
}
|
50
sources/reactphysics3d/engine/CollisionEngine.h
Normal file
50
sources/reactphysics3d/engine/CollisionEngine.h
Normal file
|
@ -0,0 +1,50 @@
|
|||
/***************************************************************************
|
||||
* 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 Lesser 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 Lesser General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU Lesser General Public License *
|
||||
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
|
||||
***************************************************************************/
|
||||
|
||||
#ifndef COLLISIONENGINE_H
|
||||
#define COLLISIONENGINE_H
|
||||
|
||||
// Libraries
|
||||
#include "DynamicEngine.h"
|
||||
#include "../collision/CollisionDetection.h"
|
||||
|
||||
// ReactPhysics3D namespace
|
||||
namespace reactphysics3d {
|
||||
|
||||
/* -------------------------------------------------------------------
|
||||
Class CollisionEngine :
|
||||
This class implements the physics engine where bodies can
|
||||
collide. This class inherits from the class DynamicEngine.
|
||||
-------------------------------------------------------------------
|
||||
*/
|
||||
class CollisionEngine : public DynamicEngine {
|
||||
private :
|
||||
CollisionDetection collisionDetection; // Collision detection
|
||||
// ConstraintSolver constraintSolver; // Constraint solver
|
||||
|
||||
public :
|
||||
CollisionEngine(CollisionWorld* world, const Time& timeStep); // Constructor
|
||||
virtual ~CollisionEngine(); // Destructor
|
||||
|
||||
virtual void update(); // Update the physics simulation
|
||||
};
|
||||
|
||||
} // End of the ReactPhysics3D namespace
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user