reactphysics3d/sources/engine/PhysicsWorld.cpp
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

73 lines
3.0 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. *
********************************************************************************/
// Libraries
#include "PhysicsWorld.h"
#include <algorithm>
// Namespaces
using namespace reactphysics3d;
using namespace std;
// Constructor
PhysicsWorld::PhysicsWorld(const Vector3D& gravity)
: gravity(gravity), isGravityOn(true) {
}
// Destructor
PhysicsWorld::~PhysicsWorld() {
// Remove and free the memory of all constraints
removeAllConstraints();
}
// Remove all collision contacts constraints
void PhysicsWorld::removeAllContactConstraints() {
// For all constraints
for (vector<Constraint*>::iterator it = constraints.begin(); it != constraints.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 = constraints.erase(it);
}
else {
++it;
}
}
}
// Remove all constraints in the physics world and also delete them (free their memory)
void PhysicsWorld::removeAllConstraints() {
for (vector<Constraint*>::iterator it = constraints.begin(); it != constraints.end(); it++) {
delete *it;
}
constraints.clear();
}