/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef COLLISION_WORLD_H #define COLLISION_WORLD_H // Libraries #include #include #include #include "../mathematics/mathematics.h" #include "Profiler.h" #include "../body/CollisionBody.h" #include "OverlappingPair.h" #include "../collision/CollisionDetection.h" #include "../constraint/Constraint.h" #include "../constraint/ContactPoint.h" #include "../memory/MemoryAllocator.h" /// Namespace reactphysics3d namespace reactphysics3d { // Class CollisionWorld /** * This class represent a world where it is possible to move bodies * by hand and to test collision between each other. In this kind of * world, the bodies movement is not computed using the laws of physics. */ class CollisionWorld { protected : // -------------------- Attributes -------------------- // /// Reference to the collision detection CollisionDetection mCollisionDetection; /// All the bodies (rigid and soft) of the world std::set mBodies; /// Broad-phase overlapping pairs of bodies std::map mOverlappingPairs; /// Current body ID bodyindex mCurrentBodyID; /// List of free ID for rigid bodies std::vector mFreeBodiesIDs; /// Memory allocator MemoryAllocator mMemoryAllocator; // -------------------- Methods -------------------- // /// Private copy-constructor CollisionWorld(const CollisionWorld& world); /// Private assignment operator CollisionWorld& operator=(const CollisionWorld& world); /// Notify the world about a new broad-phase overlapping pair virtual void notifyAddedOverlappingPair(const BroadPhasePair* addedPair); /// Notify the world about a removed broad-phase overlapping pair virtual void notifyRemovedOverlappingPair(const BroadPhasePair* removedPair); /// Notify the world about a new narrow-phase contact virtual void notifyNewContact(const BroadPhasePair* pair, const ContactInfo* contactInfo); /// Update the overlapping pair virtual void updateOverlappingPair(const BroadPhasePair* pair); /// Return the next available body ID bodyindex computeNextAvailableBodyID(); public : // ----- Methods ----- // /// Constructor CollisionWorld(); /// Destructor virtual ~CollisionWorld(); /// Return an iterator to the beginning of the bodies of the physics world std::set::iterator getBodiesBeginIterator(); /// Return an iterator to the end of the bodies of the physics world std::set::iterator getBodiesEndIterator(); /// Create a collision body CollisionBody* createCollisionBody(const Transform& transform, CollisionShape* collisionShape); /// Destroy a collision body void destroyCollisionBody(CollisionBody* collisionBody); // ----- Friends ----- // friend class CollisionDetection; }; // Return an iterator to the beginning of the bodies of the physics world inline std::set::iterator CollisionWorld::getBodiesBeginIterator() { return mBodies.begin(); } // Return an iterator to the end of the bodies of the physics world inline std::set::iterator CollisionWorld::getBodiesEndIterator() { return mBodies.end(); } } #endif