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