Modification of the way the memory is free in the PhysicsWorld
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@385 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
5ba41b6fbf
commit
b9ddb0e2f1
|
@ -48,7 +48,6 @@ class RigidBody : public Body {
|
|||
Matrix3x3 inertiaTensorLocal; // Local inertia tensor of the body (in body coordinates)
|
||||
Matrix3x3 inertiaTensorLocalInverse; // Inverse of the inertia tensor of the body (in body coordinates)
|
||||
double massInverse; // Inverse of the mass of the body
|
||||
|
||||
double interpolationFactor; // Interpolation factor used for the state interpolation
|
||||
double restitution; // Coefficient of restitution (between 0 and 1), 1 for a very boucing body
|
||||
|
||||
|
|
|
@ -33,72 +33,8 @@ PhysicsWorld::PhysicsWorld(const Vector3D& gravity)
|
|||
|
||||
// Destructor
|
||||
PhysicsWorld::~PhysicsWorld() {
|
||||
|
||||
}
|
||||
|
||||
// Add a body to the physics world
|
||||
void PhysicsWorld::addBody(Body* body) throw(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(vector<Body*>::iterator it = bodies.begin(); it != bodies.end(); ++it) {
|
||||
if (*it == body) {
|
||||
// The body is already in the bodyList, therefore we throw an exception
|
||||
throw 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
|
||||
bodies.push_back(body);
|
||||
addedBodies.push_back(body);
|
||||
vector<Body*>::iterator it = find(removedBodies.begin(), removedBodies.end(), body);
|
||||
if (it != removedBodies.end()) {
|
||||
removedBodies.erase(it);
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Throw an exception
|
||||
throw 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(invalid_argument) {
|
||||
// Check if the body pointer is not null
|
||||
if (body != 0) {
|
||||
// Look for the body to remove in the bodyList
|
||||
vector<Body*>::iterator it = bodies.begin();
|
||||
while(it != bodies.end() && *it != body) {
|
||||
// Increment the iterator
|
||||
++it;
|
||||
}
|
||||
|
||||
// If we have found the body to remove in the bodyList
|
||||
if (*it == body) {
|
||||
// Remove the body
|
||||
bodies.erase(it);
|
||||
addedBodies.erase(it);
|
||||
removedBodies.push_back(*it);
|
||||
} else {
|
||||
// The body is not in the bodyList, therfore we throw an exception
|
||||
throw invalid_argument("Exception in PhysicsWorld::removeBody() : The argument body to remove is not in the PhysicsWorld");
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Throw an exception
|
||||
throw invalid_argument("Exception in PhysicsWorld::removeBody() : The argument pointer cannot be NULL");
|
||||
}
|
||||
}
|
||||
|
||||
// Add a constraint into the physics world
|
||||
void PhysicsWorld::addConstraint(Constraint* constraint) throw(invalid_argument) {
|
||||
assert(constraint != 0);
|
||||
constraints.push_back(constraint);
|
||||
}
|
||||
|
||||
// Remove a constraint
|
||||
void PhysicsWorld::removeConstraint(Constraint* constraint) throw(invalid_argument) {
|
||||
// TODO : Implement this method
|
||||
// Remove and free the memory of all constraints
|
||||
removeAllConstraints();
|
||||
}
|
||||
|
||||
// Remove all collision contacts constraints
|
||||
|
@ -121,3 +57,11 @@ void PhysicsWorld::removeAllContactConstraints() {
|
|||
}
|
||||
}
|
||||
|
||||
// Remove all constraints in the physics world and also delete them (free their memory)
|
||||
void PhysicsWorld::removeAllConstraints() {
|
||||
for (vector<Constraint*>::iterator it = constraints.begin(); it != constraints.end(); it++) {
|
||||
delete *it;
|
||||
}
|
||||
constraints.clear();
|
||||
}
|
||||
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
|
||||
// Libraries
|
||||
#include <vector>
|
||||
#include <stdexcept>
|
||||
#include <algorithm>
|
||||
#include "../mathematics/mathematics.h"
|
||||
#include "../body/Body.h"
|
||||
#include "../constraint/Constraint.h"
|
||||
|
@ -51,15 +51,16 @@ class PhysicsWorld {
|
|||
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
|
||||
void addBody(Body* body); // Add a body to the physics world
|
||||
void removeBody(Body const* const body); // Remove a body from the physics world
|
||||
void clearAddedAndRemovedBodies(); // Clear the addedBodies and removedBodies sets
|
||||
Vector3D getGravity() const; // Return the gravity vector of the world
|
||||
bool getIsGravityOn() const; // Return if the gravity is on
|
||||
void setIsGratityOn(bool isGravityOn); // Set the isGravityOn attribute
|
||||
void addConstraint(Constraint* constraint) throw(std::invalid_argument); // Add a constraint
|
||||
void removeConstraint(Constraint* constraint) throw(std::invalid_argument); // Remove a constraint
|
||||
void addConstraint(Constraint* constraint); // Add a constraint
|
||||
void removeConstraint(Constraint* constraint); // Remove a constraint
|
||||
void removeAllContactConstraints(); // Remove all collision contacts constraints
|
||||
void removeAllConstraints(); // Remove all constraints and delete them (free their memory)
|
||||
std::vector<Constraint*>::iterator getConstraintsBeginIterator(); // Return a start iterator on the constraint list
|
||||
std::vector<Constraint*>::iterator getConstraintsEndIterator(); // Return a end iterator on the constraint list
|
||||
std::vector<Body*>::iterator getBodiesBeginIterator(); // Return an iterator to the beginning of the bodies of the physics world
|
||||
|
@ -68,7 +69,53 @@ class PhysicsWorld {
|
|||
std::vector<Body*>& getRemovedBodies(); // Retrun the removed bodies since last update of the physics engine
|
||||
};
|
||||
|
||||
// --- Inline functions --- //
|
||||
// Add a body to the physics world
|
||||
inline void PhysicsWorld::addBody(Body* body) {
|
||||
std::vector<Body*>::iterator it;
|
||||
|
||||
assert(body);
|
||||
it = std::find(bodies.begin(), bodies.end(), body);
|
||||
assert(it == bodies.end());
|
||||
|
||||
// The body isn't already in the bodyList, therefore we add it to the list
|
||||
bodies.push_back(body);
|
||||
addedBodies.push_back(body);
|
||||
it = std::find(removedBodies.begin(), removedBodies.end(), body);
|
||||
if (it != removedBodies.end()) {
|
||||
removedBodies.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove a body from the physics world
|
||||
inline void PhysicsWorld::removeBody(Body const* const body) {
|
||||
std::vector<Body*>::iterator it;
|
||||
|
||||
assert(body);
|
||||
it = std::find(bodies.begin(), bodies.end(), body);
|
||||
assert(*it == body);
|
||||
|
||||
// Remove the body
|
||||
bodies.erase(it);
|
||||
addedBodies.erase(it);
|
||||
removedBodies.push_back(*it);
|
||||
}
|
||||
|
||||
// Add a constraint into the physics world
|
||||
inline void PhysicsWorld::addConstraint(Constraint* constraint) {
|
||||
assert(constraint != 0);
|
||||
constraints.push_back(constraint);
|
||||
}
|
||||
|
||||
// Remove a constraint and free its memory
|
||||
inline void PhysicsWorld::removeConstraint(Constraint* constraint) {
|
||||
std::vector<Constraint*>::iterator it;
|
||||
|
||||
assert(constraint);
|
||||
it = std::find(constraints.begin(), constraints.end(), constraint);
|
||||
assert(*it == constraint);
|
||||
delete *it;
|
||||
constraints.erase(it);
|
||||
}
|
||||
|
||||
// Clear the addedBodies and removedBodies sets
|
||||
inline void PhysicsWorld::clearAddedAndRemovedBodies() {
|
||||
|
|
Loading…
Reference in New Issue
Block a user