db5ff8ec4a
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@392 92aac97c-a6ce-11dd-a772-7fcde58d38e6
178 lines
8.0 KiB
C++
178 lines
8.0 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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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 <algorithm>
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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<Body*> addedBodies; // Added bodies since last update
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std::vector<Body*> removedBodies; // Removed bodies since last update
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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); // Add a body to the physics world
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void removeBody(Body const* const body); // Remove a body from the physics world
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void clearAddedAndRemovedBodies(); // Clear the addedBodies and removedBodies sets
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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); // Add a constraint
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void removeConstraint(Constraint* constraint); // Remove a constraint
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void removeAllContactConstraints(); // Remove all collision contacts constraints
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void removeAllConstraints(); // Remove all constraints and delete them (free their memory)
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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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std::vector<Body*>& getAddedBodies(); // Return the added bodies since last update of the physics engine
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std::vector<Body*>& getRemovedBodies(); // Retrun the removed bodies since last update of the physics engine
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};
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// Add a body to the physics world
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inline void PhysicsWorld::addBody(Body* body) {
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std::vector<Body*>::iterator it;
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assert(body);
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it = std::find(bodies.begin(), bodies.end(), body);
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assert(it == bodies.end());
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// The body isn't already in the bodyList, therefore we add it to the list
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bodies.push_back(body);
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addedBodies.push_back(body);
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it = std::find(removedBodies.begin(), removedBodies.end(), body);
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if (it != removedBodies.end()) {
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removedBodies.erase(it);
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}
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}
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// Remove a body from the physics world
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inline void PhysicsWorld::removeBody(Body const* const body) {
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std::vector<Body*>::iterator it;
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assert(body);
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it = std::find(bodies.begin(), bodies.end(), body);
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assert(*it == body);
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// Remove the body
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bodies.erase(it);
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addedBodies.erase(it);
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removedBodies.push_back(*it);
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}
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// Add a constraint into the physics world
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inline void PhysicsWorld::addConstraint(Constraint* constraint) {
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assert(constraint != 0);
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constraints.push_back(constraint);
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}
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// Remove a constraint and free its memory
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inline void PhysicsWorld::removeConstraint(Constraint* constraint) {
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std::vector<Constraint*>::iterator it;
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assert(constraint);
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it = std::find(constraints.begin(), constraints.end(), constraint);
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assert(*it == constraint);
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delete *it;
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constraints.erase(it);
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}
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// Clear the addedBodies and removedBodies sets
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inline void PhysicsWorld::clearAddedAndRemovedBodies() {
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addedBodies.clear();
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removedBodies.clear();
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}
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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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// Return the added bodies since last update of the physics engine
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inline std::vector<Body*>& PhysicsWorld::getAddedBodies() {
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return addedBodies;
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}
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// Retrun the removed bodies since last update of the physics engine
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inline std::vector<Body*>& PhysicsWorld::getRemovedBodies() {
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return removedBodies;
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}
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} // End of the ReactPhysics3D namespace
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#endif |