reactphysics3d/sources/demo/Context.cpp
chappuis.daniel b47cd2edd6 Change in the repository structure
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@390 92aac97c-a6ce-11dd-a772-7fcde58d38e6
2010-09-09 20:49:18 +00:00

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/****************************************************************************
* 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 "Context.h"
#include "../reactphysics3d/reactphysics3d.h"
#include <iostream>
#include <vector>
#include "../../libraries/boost_1_43_0/boost/numeric/ublas/matrix.hpp"
#include "../../libraries/boost_1_43_0/boost/numeric/ublas/io.hpp"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor of the class Context
Context::Context() {
/*
using namespace boost::numeric::ublas;
matrix<double> m (3, 3);
for (unsigned i = 0; i < m.size1 (); ++ i)
for (unsigned j = 0; j < m.size2 (); ++ j)
m (i, j) = 3 * i + j;
std::cout << m << std::endl;
*/
/*
//Cube* cube1 = new Cube(Vector3D(0, 10.0, 0), Quaternion(1.0, 1.0, 1.0, 0.0), 2.0, 1.0);
//Cube* cube2 = new Cube(Vector3D(0.0, 0.0, 0.0), Quaternion(1.0, 1.0, 0.0, 0.0), 4.0, 1.0);
Cube* cube1 = new Cube(Vector3D(2.2, 17.0, 2.2), Quaternion(1.0, 1.0, 0.3, 0.0), 2.0, 1.0);
//Cube* cube2 = new Cube(Vector3D(0.0, 0.0, 0.0), Quaternion(1.0, 1.0, 0.0, 0.0), 4.0, 1.0);
//cube1->getRigidBody()->setLinearVelocity(Vector3D(0.9, -0.9, 0.9));
//cube2->getRigidBody()->setLinearVelocity(Vector3D(0.0, 0.0, 0.0));
//cube2->getRigidBody()->setIsMotionEnabled(false);
cube1->getRigidBody()->setRestitution(0.6);
//cube2->getRigidBody()->setRestitution(0.6);
addObject(cube1);
//addObject(cube2);
*/
for (int i=3; i<30; i=i+3) {
Cube* cube = new Cube(Vector3D(1, i, 1+i*0.002), Quaternion(1.0, 1.0, 0.0, 0.0), 2.0, 4.0);
cube->getRigidBody()->setRestitution(0.5);
addObject(cube);
}
Plane* plane1 = new Plane(Vector3D(0.0, 0.0, 0.0), Quaternion(0.0, 1.0, 0.1 , 0.0), 20.0, 30.0, Vector3D(-1.0, 0.0, 0.0), Vector3D(0.0, 0.0, 1.0), 1.0);
plane1->getRigidBody()->setRestitution(0.5);
plane1->getRigidBody()->setIsMotionEnabled(false);
addObject(plane1);
}
// Destructor of the class Context
Context::~Context() {
// Delete all the objects in vectObjects
for(unsigned int i=0; i<vectObjects.size(); ++i) {
delete vectObjects[i];
}
}
// Method to get an object from the context
Object& Context::getObject(int objectIndex) const {
// Return the object from the context
return (*vectObjects.at(objectIndex));
}
// Method for adding an object into the context
void Context::addObject(Object* object) {
if (object != 0) {
// Add the object into the context
vectObjects.push_back(object);
}
}
// Method to remove an object from the context
void Context::removeObject(int objectIndex) {
// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
// Restore the memory of the element
delete vectObjects[objectIndex];
// Erase the element in the vector
vectObjects.erase(vectObjects.begin()+objectIndex);
}