143 lines
5.0 KiB
C++
143 lines
5.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2022 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 REACTPHYSICS3D_ISLAND_H
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#define REACTPHYSICS3D_ISLAND_H
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// Libraries
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#include <reactphysics3d/constraint/Joint.h>
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namespace reactphysics3d {
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// Declarations
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class RigidBody;
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class SingleFrameAllocator;
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class ContactManifold;
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// Class Island
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/**
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* An island represent an isolated group of awake bodies that are connected with each other by
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* some contraints (contacts or joints).
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*/
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class Island {
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private:
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// -------------------- Attributes -------------------- //
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/// Array with all the bodies of the island
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RigidBody** mBodies;
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/// Array with all the contact manifolds between bodies of the island
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ContactManifold** mContactManifolds;
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/// Current number of bodies in the island
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uint32 mNbBodies;
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/// Current number of contact manifold in the island
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uint32 mNbContactManifolds;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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Island(uint32 nbMaxBodies, uint32 nbMaxContactManifolds, MemoryManager& memoryManager);
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/// Destructor
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~Island();
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/// Deleted assignment operator
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Island& operator=(const Island& island) = delete;
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/// Deleted copy-constructor
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Island(const Island& island) = delete;
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/// Add a body into the island
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void addBody(RigidBody* body);
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/// Add a contact manifold into the island
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void addContactManifold(ContactManifold* contactManifold);
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/// Add a joint into the island
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void addJoint(Joint* joint);
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/// Return the number of bodies in the island
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uint32 getNbBodies() const;
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/// Return the number of contact manifolds in the island
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uint32 getNbContactManifolds() const;
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/// Return the number of joints in the island
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uint32 getNbJoints() const;
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/// Return a pointer to the array of bodies
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RigidBody** getBodies();
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/// Return a pointer to the array of contact manifolds
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ContactManifold** getContactManifolds();
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// -------------------- Friendship -------------------- //
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friend class PhysicsWorld;
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};
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// Add a body into the island
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RP3D_FORCE_INLINE void Island::addBody(RigidBody* body) {
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assert(!body->isSleeping());
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mBodies[mNbBodies] = body;
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mNbBodies++;
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}
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// Add a contact manifold into the island
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RP3D_FORCE_INLINE void Island::addContactManifold(ContactManifold* contactManifold) {
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mContactManifolds[mNbContactManifolds] = contactManifold;
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mNbContactManifolds++;
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}
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// Return the number of bodies in the island
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RP3D_FORCE_INLINE uint32 Island::getNbBodies() const {
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return mNbBodies;
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}
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// Return the number of contact manifolds in the island
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RP3D_FORCE_INLINE uint32 Island::getNbContactManifolds() const {
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return mNbContactManifolds;
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}
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// Return a pointer to the array of bodies
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RP3D_FORCE_INLINE RigidBody** Island::getBodies() {
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return mBodies;
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}
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// Return a pointer to the array of contact manifolds
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RP3D_FORCE_INLINE ContactManifold** Island::getContactManifolds() {
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return mContactManifolds;
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}
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}
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#endif
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