103 lines
4.7 KiB
C++
103 lines
4.7 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2012 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef NO_BROAD_PHASE_ALGORITHM_H
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#define NO_BROAD_PHASE_ALGORITHM_H
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// Libraries
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#include "BroadPhaseAlgorithm.h"
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#include <algorithm>
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#include <set>
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#include <iostream>
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* --------------------------------------------------------------------
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Class NoBroadPhaseAlgorithm :
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This class implements a broad-phase algorithm that does nothing.
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It should be use if we don't want to perform a broad-phase for
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the collision detection.
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--------------------------------------------------------------------
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*/
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class NoBroadPhaseAlgorithm : public BroadPhaseAlgorithm {
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protected :
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std::set<CollisionBody*> bodies; // All bodies of the world
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public :
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NoBroadPhaseAlgorithm(CollisionDetection& collisionDetection); // Constructor
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virtual ~NoBroadPhaseAlgorithm(); // Destructor
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virtual void addObject(CollisionBody* body, const AABB& aabb); // Notify the broad-phase about a new object in the world
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virtual void removeObject(CollisionBody* body); // Notify the broad-phase about an object that has been removed from the world
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virtual void updateObject(CollisionBody* body, const AABB& aabb); // Notify the broad-phase that the AABB of an object has changed
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};
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// Notify the broad-phase about a new object in the world
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inline void NoBroadPhaseAlgorithm::addObject(CollisionBody* body, const AABB& aabb) {
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std::cout << "New body in broadphase with id=" << body->getID() << std::endl;
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// For each body that is already in the world
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for (std::set<CollisionBody*>::iterator it = bodies.begin(); it != bodies.end(); ++it) {
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// Add an overlapping pair with the new body
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pairManager.addPair(*it, body);
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}
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// Add the new body into the list of bodies
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bodies.insert(body);
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}
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// Notify the broad-phase about an object that has been removed from the world
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inline void NoBroadPhaseAlgorithm::removeObject(CollisionBody* body) {
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// For each body that is in the world
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for (std::set<CollisionBody*>::iterator it = bodies.begin(); it != bodies.end(); ++it) {
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if ((*it)->getID() != body->getID()) {
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// Remove the overlapping pair with the new body
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pairManager.removePair((*it)->getID(), body->getID());
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}
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}
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// Remove the body from the broad-phase
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bodies.erase(body);
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}
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// Notify the broad-phase that the AABB of an object has changed
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inline void NoBroadPhaseAlgorithm::updateObject(CollisionBody* body, const AABB& aabb) {
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// Do nothing
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return;
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}
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} // End of reactphysics3d namespace
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#endif
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