105 lines
5.1 KiB
C++
105 lines
5.1 KiB
C++
/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef PHYSICSWORLD_H
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#define PHYSICSWORLD_H
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// Libraries
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#include <vector>
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#include <stdexcept>
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#include "../mathematics/mathematics.h"
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#include "../body/Body.h"
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#include "../constraint/Constraint.h"
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#include "../constraint/Contact.h"
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// Namespace reactphysics3d
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class PhysicsWorld :
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This class represents the world of the
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physics engine. The physics world contains all the bodies of the physics
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engine.
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-------------------------------------------------------------------
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*/
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class PhysicsWorld {
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protected :
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std::vector<Body*> bodies; // list that contains all bodies of the physics world
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std::vector<Constraint*> constraints; // List that contains all the current constraints
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Vector3D gravity; // Gravity vector of the world
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bool isGravityOn; // True if the gravity force is on
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public :
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PhysicsWorld(const Vector3D& gravity); // Constructor
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virtual ~PhysicsWorld(); // Destructor
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void addBody(Body* body) throw(std::invalid_argument); // Add a body to the physics world
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void removeBody(Body const* const body) throw(std::invalid_argument); // Remove a body from the physics world
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Vector3D getGravity() const; // Return the gravity vector of the world
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bool getIsGravityOn() const; // Return if the gravity is on
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void setIsGratityOn(bool isGravityOn); // Set the isGravityOn attribute
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void addConstraint(Constraint* constraint) throw(std::invalid_argument); // Add a constraint
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void removeConstraint(Constraint* constraint) throw(std::invalid_argument); // Remove a constraint
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void removeAllContactConstraints(); // Remove all collision contacts constraints
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std::vector<Constraint*>::iterator getConstraintsBeginIterator(); // Return a start iterator on the constraint list
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std::vector<Constraint*>::iterator getConstraintsEndIterator(); // Return a end iterator on the constraint list
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std::vector<Body*>::iterator getBodiesBeginIterator(); // Return an iterator to the beginning of the bodies of the physics world
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std::vector<Body*>::iterator getBodiesEndIterator(); // Return an iterator to the end of the bodies of the physics world
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};
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// --- Inline functions --- //
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// Return the gravity vector of the world
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inline Vector3D PhysicsWorld::getGravity() const {
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return gravity;
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}
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// Return if the gravity is on
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inline bool PhysicsWorld::getIsGravityOn() const {
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return isGravityOn;
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}
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// Set the isGravityOn attribute
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inline void PhysicsWorld::setIsGratityOn(bool isGravityOn) {
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this->isGravityOn = isGravityOn;
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}
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// Return a start iterator on the constraint list
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inline std::vector<Constraint*>::iterator PhysicsWorld::getConstraintsBeginIterator() {
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return constraints.begin();
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}
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// Return a end iterator on the constraint list
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inline std::vector<Constraint*>::iterator PhysicsWorld::getConstraintsEndIterator() {
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return constraints.end();
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}
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// Return an iterator to the beginning of the bodies of the physics world
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inline std::vector<Body*>::iterator PhysicsWorld::getBodiesBeginIterator() {
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return bodies.begin();
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}
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// Return an iterator to the end of the bodies of the physics world
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inline std::vector<Body*>::iterator PhysicsWorld::getBodiesEndIterator() {
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return bodies.end();
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}
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} // End of the ReactPhysics3D namespace
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#endif |