reactphysics3d/sources/engine/PhysicsWorld.h
chappuis.daniel db5ff8ec4a Change in the repository structure
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@392 92aac97c-a6ce-11dd-a772-7fcde58d38e6
2010-09-09 21:09:47 +00:00

178 lines
8.0 KiB
C++

/********************************************************************************
* 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 PHYSICSWORLD_H
#define PHYSICSWORLD_H
// Libraries
#include <vector>
#include <algorithm>
#include "../mathematics/mathematics.h"
#include "../body/Body.h"
#include "../constraint/Constraint.h"
#include "../constraint/Contact.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class PhysicsWorld :
This class represents the world of the
physics engine. The physics world contains all the bodies of the physics
engine.
-------------------------------------------------------------------
*/
class PhysicsWorld {
protected :
std::vector<Body*> bodies; // list that contains all bodies of the physics world
std::vector<Body*> addedBodies; // Added bodies since last update
std::vector<Body*> removedBodies; // Removed bodies since last update
std::vector<Constraint*> constraints; // List that contains all the current constraints
Vector3D gravity; // Gravity vector of the world
bool isGravityOn; // True if the gravity force is on
public :
PhysicsWorld(const Vector3D& gravity); // Constructor
virtual ~PhysicsWorld(); // Destructor
void addBody(Body* body); // Add a body to the physics world
void removeBody(Body const* const body); // Remove a body from the physics world
void clearAddedAndRemovedBodies(); // Clear the addedBodies and removedBodies sets
Vector3D getGravity() const; // Return the gravity vector of the world
bool getIsGravityOn() const; // Return if the gravity is on
void setIsGratityOn(bool isGravityOn); // Set the isGravityOn attribute
void addConstraint(Constraint* constraint); // Add a constraint
void removeConstraint(Constraint* constraint); // Remove a constraint
void removeAllContactConstraints(); // Remove all collision contacts constraints
void removeAllConstraints(); // Remove all constraints and delete them (free their memory)
std::vector<Constraint*>::iterator getConstraintsBeginIterator(); // Return a start iterator on the constraint list
std::vector<Constraint*>::iterator getConstraintsEndIterator(); // Return a end iterator on the constraint list
std::vector<Body*>::iterator getBodiesBeginIterator(); // Return an iterator to the beginning of the bodies of the physics world
std::vector<Body*>::iterator getBodiesEndIterator(); // Return an iterator to the end of the bodies of the physics world
std::vector<Body*>& getAddedBodies(); // Return the added bodies since last update of the physics engine
std::vector<Body*>& getRemovedBodies(); // Retrun the removed bodies since last update of the physics engine
};
// Add a body to the physics world
inline void PhysicsWorld::addBody(Body* body) {
std::vector<Body*>::iterator it;
assert(body);
it = std::find(bodies.begin(), bodies.end(), body);
assert(it == bodies.end());
// The body isn't already in the bodyList, therefore we add it to the list
bodies.push_back(body);
addedBodies.push_back(body);
it = std::find(removedBodies.begin(), removedBodies.end(), body);
if (it != removedBodies.end()) {
removedBodies.erase(it);
}
}
// Remove a body from the physics world
inline void PhysicsWorld::removeBody(Body const* const body) {
std::vector<Body*>::iterator it;
assert(body);
it = std::find(bodies.begin(), bodies.end(), body);
assert(*it == body);
// Remove the body
bodies.erase(it);
addedBodies.erase(it);
removedBodies.push_back(*it);
}
// Add a constraint into the physics world
inline void PhysicsWorld::addConstraint(Constraint* constraint) {
assert(constraint != 0);
constraints.push_back(constraint);
}
// Remove a constraint and free its memory
inline void PhysicsWorld::removeConstraint(Constraint* constraint) {
std::vector<Constraint*>::iterator it;
assert(constraint);
it = std::find(constraints.begin(), constraints.end(), constraint);
assert(*it == constraint);
delete *it;
constraints.erase(it);
}
// Clear the addedBodies and removedBodies sets
inline void PhysicsWorld::clearAddedAndRemovedBodies() {
addedBodies.clear();
removedBodies.clear();
}
// Return the gravity vector of the world
inline Vector3D PhysicsWorld::getGravity() const {
return gravity;
}
// Return if the gravity is on
inline bool PhysicsWorld::getIsGravityOn() const {
return isGravityOn;
}
// Set the isGravityOn attribute
inline void PhysicsWorld::setIsGratityOn(bool isGravityOn) {
this->isGravityOn = isGravityOn;
}
// Return a start iterator on the constraint list
inline std::vector<Constraint*>::iterator PhysicsWorld::getConstraintsBeginIterator() {
return constraints.begin();
}
// Return a end iterator on the constraint list
inline std::vector<Constraint*>::iterator PhysicsWorld::getConstraintsEndIterator() {
return constraints.end();
}
// Return an iterator to the beginning of the bodies of the physics world
inline std::vector<Body*>::iterator PhysicsWorld::getBodiesBeginIterator() {
return bodies.begin();
}
// Return an iterator to the end of the bodies of the physics world
inline std::vector<Body*>::iterator PhysicsWorld::getBodiesEndIterator() {
return bodies.end();
}
// Return the added bodies since last update of the physics engine
inline std::vector<Body*>& PhysicsWorld::getAddedBodies() {
return addedBodies;
}
// Retrun the removed bodies since last update of the physics engine
inline std::vector<Body*>& PhysicsWorld::getRemovedBodies() {
return removedBodies;
}
} // End of the ReactPhysics3D namespace
#endif