/******************************************************************************** * 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. * ********************************************************************************/ // Libraries #include "PhysicsWorld.h" #include // Namespaces using namespace reactphysics3d; using namespace std; // Constructor PhysicsWorld::PhysicsWorld(const Vector3D& gravity) : gravity(gravity), isGravityOn(true) { } // Destructor PhysicsWorld::~PhysicsWorld() { // Remove and free the memory of all constraints removeAllConstraints(); } // Remove all collision contacts constraints void PhysicsWorld::removeAllContactConstraints() { // For all constraints for (vector::iterator it = constraints.begin(); it != constraints.end(); ) { // Try a downcasting Contact* contact = dynamic_cast(*it); // If the constraint is a contact if (contact != 0) { // Delete the contact delete (*it); it = constraints.erase(it); } else { ++it; } } } // Remove all constraints in the physics world and also delete them (free their memory) void PhysicsWorld::removeAllConstraints() { for (vector::iterator it = constraints.begin(); it != constraints.end(); it++) { delete *it; } constraints.clear(); }