/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 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 NO_BROAD_PHASE_ALGORITHM_H #define NO_BROAD_PHASE_ALGORITHM_H // Libraries #include "BroadPhaseAlgorithm.h" #include #include #include // Namespace ReactPhysics3D namespace reactphysics3d { /* -------------------------------------------------------------------- Class NoBroadPhaseAlgorithm : This class implements a broad-phase algorithm that does nothing. It should be use if we don't want to perform a broad-phase for the collision detection. -------------------------------------------------------------------- */ class NoBroadPhaseAlgorithm : public BroadPhaseAlgorithm { protected : std::set bodies; // All bodies of the world public : NoBroadPhaseAlgorithm(CollisionDetection& collisionDetection); // Constructor virtual ~NoBroadPhaseAlgorithm(); // Destructor virtual void addObject(CollisionBody* body, const AABB& aabb); // Notify the broad-phase about a new object in the world virtual void removeObject(CollisionBody* body); // Notify the broad-phase about an object that has been removed from the world virtual void updateObject(CollisionBody* body, const AABB& aabb); // Notify the broad-phase that the AABB of an object has changed }; // Notify the broad-phase about a new object in the world inline void NoBroadPhaseAlgorithm::addObject(CollisionBody* body, const AABB& aabb) { std::cout << "New body in broadphase with id=" << body->getID() << std::endl; // For each body that is already in the world for (std::set::iterator it = bodies.begin(); it != bodies.end(); ++it) { // Add an overlapping pair with the new body pairManager.addPair(*it, body); } // Add the new body into the list of bodies bodies.insert(body); } // Notify the broad-phase about an object that has been removed from the world inline void NoBroadPhaseAlgorithm::removeObject(CollisionBody* body) { // For each body that is in the world for (std::set::iterator it = bodies.begin(); it != bodies.end(); ++it) { if ((*it)->getID() != body->getID()) { // Remove the overlapping pair with the new body pairManager.removePair((*it)->getID(), body->getID()); } } // Remove the body from the broad-phase bodies.erase(body); } // Notify the broad-phase that the AABB of an object has changed inline void NoBroadPhaseAlgorithm::updateObject(CollisionBody* body, const AABB& aabb) { // Do nothing return; } } // End of reactphysics3d namespace #endif