git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@263 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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// Libraries
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// Libraries
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#include "CollisionEngine.h"
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#include "CollisionEngine.h"
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#include <cfloat>
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#include <cfloat>
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#include <GL/freeglut.h> // TODO : Remove this in the final version
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#include <GL/gl.h> // TODO : Remove this in the final version
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// We want to use the ReactPhysics3D namespace
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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***************************************************************************/
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***************************************************************************/
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// Libraries
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// Libraries
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#include "CollisionWorld.h"
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#include "PhysicsWorld.h"
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#include "../constraint/Contact.h"
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#include "../constraint/Contact.h"
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// We want to use the ReactPhysics3D namespace
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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// Constructor
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// Constructor
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CollisionWorld::CollisionWorld(const Vector3D& gravity)
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PhysicsWorld::PhysicsWorld(const Vector3D& gravity) : gravity(gravity) {
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:DynamicWorld(gravity) {
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}
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}
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// Destructor
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// Destructor
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CollisionWorld::~CollisionWorld() {
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PhysicsWorld::~PhysicsWorld() {
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// Delete all the constraint
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// Delete all the constraint
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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 = constraintList.begin(); it != constraintList.end(); ) {
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delete (*it);
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delete (*it);
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}
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}
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}
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}
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// Add a constraint into the collision world
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// Add a constraint into the physics world
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void CollisionWorld::addConstraint(Constraint* constraint) throw(std::invalid_argument) {
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void PhysicsWorld::addConstraint(Constraint* constraint) throw(std::invalid_argument) {
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assert(constraint != 0);
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assert(constraint != 0);
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constraintList.push_back(constraint);
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constraintList.push_back(constraint);
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}
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}
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// Remove a constraint
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// Remove a constraint
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void CollisionWorld::removeConstraint(Constraint* constraint) throw(std::invalid_argument) {
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void PhysicsWorld::removeConstraint(Constraint* constraint) throw(std::invalid_argument) {
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// TODO : Implement this method
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// TODO : Implement this method
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}
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}
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// Remove all collision contacts constraints
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// Remove all collision contacts constraints
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void CollisionWorld::removeAllContactConstraints() {
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void PhysicsWorld::removeAllContactConstraints() {
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// For all constraints
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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 = constraintList.begin(); it != constraintList.end(); ) {
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@ -17,13 +17,12 @@
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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***************************************************************************/
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#ifndef COLLISIONWORLD_H
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#ifndef PHYSICSWORLD_H
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#define COLLISIONWORLD_H
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#define PHYSICSWORLD_H
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// Libraries
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// Libraries
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#include <vector>
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#include <vector>
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#include <stdexcept>
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#include <stdexcept>
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#include "DynamicWorld.h"
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#include "../constraint/Constraint.h"
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#include "../constraint/Constraint.h"
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#include "../mathematics/mathematics.h"
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#include "../mathematics/mathematics.h"
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@ -31,19 +30,19 @@
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namespace reactphysics3d {
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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/* -------------------------------------------------------------------
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Class CollisionWorld :
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Class PhysicsWorld :
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This class represent a physics world where bodies can collide
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This class represent a physics world. The physics world contains
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against each other. This class inherits from the class
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some bodies.
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DynamicWorld.
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-------------------------------------------------------------------
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-------------------------------------------------------------------
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*/
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*/
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class CollisionWorld : public DynamicWorld {
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class PhysicsWorld {
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private :
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private :
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Vector3D gravity; // Gravity vector of the physics world
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std::vector<Constraint*> constraintList; // List that contains all the current constraints
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std::vector<Constraint*> constraintList; // List that contains all the current constraints
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public :
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public :
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CollisionWorld(const Vector3D& gravity); // Constructor
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PhysicsWorld(const Vector3D& gravity); // Constructor
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~CollisionWorld(); // Destructor
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virtual ~PhysicsWorld(); // Destructor
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void addConstraint(Constraint* constraint) throw(std::invalid_argument); // Add a constraint
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void addConstraint(Constraint* constraint) throw(std::invalid_argument); // Add a constraint
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void removeConstraint(Constraint* constraint) throw(std::invalid_argument); // Remove a constraint
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void removeConstraint(Constraint* constraint) throw(std::invalid_argument); // Remove a constraint
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};
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};
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// Return a start iterator on the constraint list
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// Return a start iterator on the constraint list
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inline std::vector<Constraint*>::const_iterator CollisionWorld::getConstraintListStartIterator() const {
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inline std::vector<Constraint*>::const_iterator PhysicsWorld::getConstraintListStartIterator() const {
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return constraintList.begin();
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return constraintList.begin();
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}
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}
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// Return a end iterator on the constraint list
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// Return a end iterator on the constraint list
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inline std::vector<Constraint*>::const_iterator CollisionWorld::getConstraintListEndIterator() const {
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inline std::vector<Constraint*>::const_iterator PhysicsWorld::getConstraintListEndIterator() const {
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return constraintList.end();
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return constraintList.end();
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}
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}
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