115 lines
4.3 KiB
C++
115 lines
4.3 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2020 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_ISLANDS_H
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#define REACTPHYSICS3D_ISLANDS_H
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// Libraries
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#include <reactphysics3d/configuration.h>
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#include <reactphysics3d/containers/List.h>
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#include <reactphysics3d/engine/Entity.h>
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#include <reactphysics3d/constraint/Joint.h>
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namespace reactphysics3d {
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// Declarations
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// Structure Islands
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/**
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* This class contains all the islands of bodies during a frame.
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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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struct Islands {
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private:
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// -------------------- Attributes -------------------- //
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/// Reference to the memory allocator
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MemoryAllocator& memoryAllocator;
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public:
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// -------------------- Attributes -------------------- //
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/// For each island, index of the first contact manifold of the island in the array of contact manifolds
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List<uint> contactManifoldsIndices;
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/// For each island, number of contact manifolds in the island
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List<uint> nbContactManifolds;
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/// For each island, list of all the entities of the bodies in the island
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List<List<Entity>> bodyEntities;
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// -------------------- Methods -------------------- //
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/// Constructor
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Islands(MemoryAllocator& allocator)
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:memoryAllocator(allocator), contactManifoldsIndices(allocator), nbContactManifolds(allocator),
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bodyEntities(allocator) {
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}
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/// Destructor
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~Islands() = default;
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/// Assignment operator
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Islands& operator=(const Islands& island) = default;
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/// Copy-constructor
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Islands(const Islands& island) = default;
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/// Return the number of islands
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uint32 getNbIslands() const {
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return static_cast<uint32>(contactManifoldsIndices.size());
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}
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/// Add an island and return its index
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uint32 addIsland(uint32 contactManifoldStartIndex) {
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uint32 islandIndex = contactManifoldsIndices.size();
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contactManifoldsIndices.add(contactManifoldStartIndex);
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nbContactManifolds.add(0);
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bodyEntities.add(List<Entity>(memoryAllocator));
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return islandIndex;
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}
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/// Clear all the islands
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void clear() {
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contactManifoldsIndices.clear(true);
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nbContactManifolds.clear(true);
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bodyEntities.clear(true);
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}
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};
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}
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#endif
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