/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010 Daniel Chappuis * ********************************************************************************* * * * Permission is hereby granted, free of charge, to any person obtaining a copy * * of this software and associated documentation files (the "Software"), to deal * * in the Software without restriction, including without limitation the rights * * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * * copies of the Software, and to permit persons to whom the Software is * * furnished to do so, subject to the following conditions: * * * * The above copyright notice and this permission notice shall be included in * * all copies or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * * THE SOFTWARE. * ********************************************************************************/ #ifndef NOBROADPHASEALGORITHM_H #define NOBROADPHASEALGORITHM_H // Libraries #include "BroadPhaseAlgorithm.h" #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::vector bodies; // All bodies of the engine public : NoBroadPhaseAlgorithm(); // Constructor virtual ~NoBroadPhaseAlgorithm(); // Destructor virtual void computePossibleCollisionPairs(std::vector addedBodies, std::vector removedBodies, std::vector >& possibleCollisionPairs); // Compute the possible collision pairs of bodies }; // Compute the possible collision pairs of bodies // The arguments "addedBodies" and "removedBodies" are respectively the set // of bodies that have been added and removed since the last broad-phase // computation. Before the call, the argument "possibleCollisionPairs" // correspond to the possible colliding pairs of bodies from the last broad-phase // computation. This methods computes the current possible collision pairs of // bodies and update the "possibleCollisionPairs" argument. This broad-phase // algorithm doesn't do anything and therefore the "possibleCollisionPairs" set // must contains all the possible pairs of bodies inline void NoBroadPhaseAlgorithm::computePossibleCollisionPairs(std::vector addedBodies, std::vector removedBodies, std::vector >& possibleCollisionPairs) { // Add the new bodies for (std::vector::iterator it = addedBodies.begin(); it < addedBodies.end(); it++) { bodies.push_back(*it); } // Remove the bodies to be removed for (std::vector::iterator it = removedBodies.begin(); it < removedBodies.end(); it++) { bodies.erase(std::find(bodies.begin(), bodies.end(), *it)); } // If the set of bodies have been changed if (addedBodies.size() + removedBodies.size() > 0) { // Recompute all the possible pairs of bodies possibleCollisionPairs.clear(); for (std::vector::iterator it1 = addedBodies.begin(); it1 < addedBodies.end(); it1++) { for (std::vector::iterator it2 = addedBodies.begin(); it2 < addedBodies.end(); it2++) { if (*it1 != *it2) { possibleCollisionPairs.push_back(std::make_pair(*it1, *it2)); } } } } } } // End of reactphysics3d namespace #endif