reactphysics3d/sources/reactphysics3d/engine/CollisionWorld.cpp

71 lines
2.7 KiB
C++

/***************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "CollisionWorld.h"
#include "../constraint/Contact.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
CollisionWorld::CollisionWorld(const Vector3D& gravity)
:DynamicWorld(gravity) {
}
// Destructor
CollisionWorld::~CollisionWorld() {
// Delete all the constraint
for (std::vector<Constraint*>::iterator it = constraintList.begin(); it != constraintList.end(); ) {
delete (*it);
}
}
// Add a constraint into the collision world
void CollisionWorld::addConstraint(Constraint* constraint) throw(std::invalid_argument) {
assert(constraint != 0);
constraintList.push_back(constraint);
}
// Remove a constraint
void CollisionWorld::removeConstraint(Constraint* constraint) throw(std::invalid_argument) {
// TODO : Implement this method
}
// Remove all collision contacts constraints
void CollisionWorld::removeAllContactConstraints() {
// For all constraints
for (std::vector<Constraint*>::iterator it = constraintList.begin(); it != constraintList.end(); ) {
// Try a downcasting
Contact* contact = dynamic_cast<Contact*>(*it);
// If the constraint is a contact
if (contact != 0) {
// Delete the contact
delete (*it);
it = constraintList.erase(it);
}
else {
++it;
}
}
}