Make it compile
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@316 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -39,7 +39,7 @@ void PhysicsWorld::addBody(Body* body) throw(std::invalid_argument) {
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// Check if the body pointer is not null
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if (body != 0) {
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// Check if the body pointer isn't already in the bodyList
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for(std::vector<Body*>::iterator it = bodyList.begin(); it != bodyList.end(); ++it) {
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for(std::vector<Body*>::iterator it = bodies.begin(); it != bodies.end(); ++it) {
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if (*it == body) {
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// The body is already in the bodyList, therefore we throw an exception
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throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument body is already in the PhysicsWorld");
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@ -47,7 +47,7 @@ void PhysicsWorld::addBody(Body* body) throw(std::invalid_argument) {
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}
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// The body isn't already in the bodyList, therefore we add it to the list
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bodyList.push_back(body);
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bodies.push_back(body);
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}
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else {
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// Throw an exception
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@ -60,8 +60,8 @@ void PhysicsWorld::removeBody(Body const* const body) throw(std::invalid_argumen
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// Check if the body pointer is not null
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if (body != 0) {
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// Look for the body to remove in the bodyList
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std::vector<Body*>::iterator it = bodyList.begin();
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while(it != bodyList.end() && *it != body) {
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std::vector<Body*>::iterator it = bodies.begin();
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while(it != bodies.end() && *it != body) {
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// Increment the iterator
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++it;
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}
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@ -69,7 +69,7 @@ void PhysicsWorld::removeBody(Body const* const body) throw(std::invalid_argumen
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// If we have found the body to remove in the bodyList
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if (*it == body) {
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// Remove the body
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bodyList.erase(it);
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bodies.erase(it);
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} else {
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// The body is not in the bodyList, therfore we throw an exception
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throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument body to remove is not in the PhysicsWorld");
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@ -84,7 +84,7 @@ void PhysicsWorld::removeBody(Body const* const body) throw(std::invalid_argumen
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// Add a constraint into the physics world
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void PhysicsWorld::addConstraint(Constraint* constraint) throw(std::invalid_argument) {
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assert(constraint != 0);
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constraintList.push_back(constraint);
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constraints.push_back(constraint);
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}
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// Remove a constraint
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@ -95,7 +95,7 @@ void PhysicsWorld::removeConstraint(Constraint* constraint) throw(std::invalid_a
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// Remove all collision contacts constraints
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void PhysicsWorld::removeAllContactConstraints() {
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// For all constraints
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for (std::vector<Constraint*>::iterator it = constraintList.begin(); it != constraintList.end(); ) {
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for (std::vector<Constraint*>::iterator it = constraints.begin(); it != constraints.end(); ) {
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// Try a downcasting
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Contact* contact = dynamic_cast<Contact*>(*it);
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@ -104,7 +104,7 @@ void PhysicsWorld::removeAllContactConstraints() {
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if (contact != 0) {
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// Delete the contact
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delete (*it);
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it = constraintList.erase(it);
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it = constraints.erase(it);
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}
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else {
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++it;
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@ -61,8 +61,8 @@ class PhysicsWorld {
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void removeAllContactConstraints(); // Remove all collision contacts constraints
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std::vector<Constraint*>::const_iterator getConstraintListStartIterator() const; // Return a start iterator on the constraint list
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std::vector<Constraint*>::const_iterator getConstraintListEndIterator() const; // Return a end iterator on the constraint list
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std::vector<Body*>& getBodies() const; // Return a reference to the bodies of the physics world
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std::vector<Constraint*>& getConstraints() const; // Return a reference to the constraints of the physics world
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std::vector<Body*>& getBodies(); // Return a reference to the bodies of the physics world
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std::vector<Constraint*>& getConstraints(); // Return a reference to the constraints of the physics world
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};
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// --- Inline functions --- //
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@ -105,12 +105,12 @@ inline std::vector<Constraint*>::const_iterator PhysicsWorld::getConstraintListE
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}
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// Return a reference to the bodies of the physics world
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std::vector<Body*>& PhysicsWorld::getBodies() const {
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std::vector<Body*>& PhysicsWorld::getBodies() {
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return bodies;
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}
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// Return a reference to the constraints of the physics world
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std::vector<Constraint*>& PhysicsWorld::getConstraints() const {
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std::vector<Constraint*>& PhysicsWorld::getConstraints() {
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return constraints;
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}
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