reactphysics3d/sources/collision/NoBroadPhaseAlgorithm.h
chappuis.daniel 852b923c21 Change in the repository structure
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@391 92aac97c-a6ce-11dd-a772-7fcde58d38e6
2010-09-09 21:00:14 +00:00

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4.8 KiB
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/********************************************************************************
* 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. *
********************************************************************************/
#ifndef NOBROADPHASEALGORITHM_H
#define NOBROADPHASEALGORITHM_H
// Libraries
#include "BroadPhaseAlgorithm.h"
#include <algorithm>
// Namespace ReactPhysics3D
namespace reactphysics3d {
/* --------------------------------------------------------------------
Class NoBroadPhaseAlgorithm :
This class implements a broad-phase algorithm that does nothing.
It should be use if we don't want to perform a broad-phase for
the collision detection.
--------------------------------------------------------------------
*/
class NoBroadPhaseAlgorithm : public BroadPhaseAlgorithm {
protected :
std::vector<Body*> bodies; // All bodies of the engine
public :
NoBroadPhaseAlgorithm(); // Constructor
virtual ~NoBroadPhaseAlgorithm(); // Destructor
virtual void computePossibleCollisionPairs(std::vector<Body*> addedBodies, std::vector<Body*> removedBodies,
std::vector<std::pair<const Body*, const Body* > >& possibleCollisionPairs); // Compute the possible collision pairs of bodies
};
// Compute the possible collision pairs of bodies
// The arguments "addedBodies" and "removedBodies" are respectively the set
// of bodies that have been added and removed since the last broad-phase
// computation. Before the call, the argument "possibleCollisionPairs"
// correspond to the possible colliding pairs of bodies from the last broad-phase
// computation. This methods computes the current possible collision pairs of
// bodies and update the "possibleCollisionPairs" argument. This broad-phase
// algorithm doesn't do anything and therefore the "possibleCollisionPairs" set
// must contains all the possible pairs of bodies
inline void NoBroadPhaseAlgorithm::computePossibleCollisionPairs(std::vector<Body*> addedBodies, std::vector<Body*> removedBodies,
std::vector<std::pair<const Body*, const Body* > >& possibleCollisionPairs) {
// Add the new bodies
for (std::vector<Body*>::iterator it = addedBodies.begin(); it < addedBodies.end(); it++) {
bodies.push_back(*it);
}
// Remove the bodies to be removed
for (std::vector<Body*>::iterator it = removedBodies.begin(); it < removedBodies.end(); it++) {
bodies.erase(std::find(bodies.begin(), bodies.end(), *it));
}
// If the set of bodies have been changed
if (addedBodies.size() + removedBodies.size() > 0) {
// Recompute all the possible pairs of bodies
possibleCollisionPairs.clear();
for (std::vector<Body*>::iterator it1 = addedBodies.begin(); it1 < addedBodies.end(); it1++) {
for (std::vector<Body*>::iterator it2 = addedBodies.begin(); it2 < addedBodies.end(); it2++) {
if (*it1 != *it2) {
possibleCollisionPairs.push_back(std::make_pair(*it1, *it2));
}
}
}
}
}
} // End of reactphysics3d namespace
#endif