| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 |
- /*
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- 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.
- */
- #include "PhysicsManager.h"
- namespace crown
- {
- //PhysicsManager::PhysicsManager()
- //{
- //}
- //PhysicsManager::~PhysicsManager()
- //{
- // CollisionGroupDictionary::Enumerator e = mCollisionGroups.getBegin();
- // while (e.next())
- // {
- // delete e.current().value;
- // }
- //}
- //void PhysicsManager::Register(PhysicNode* node, int collisionGroupId)
- //{
- // if (mPhysicNodes.Find(node) == -1)
- // {
- // mPhysicNodes.Append(node);
- // List<PhysicNode*>* list;
- // if (mCollisionGroups.Contains(collisionGroupId))
- // {
- // list = mCollisionGroups[collisionGroupId];
- // }
- // else
- // {
- // list = new List<PhysicNode*>();
- // mCollisionGroups[collisionGroupId] = list;
- // }
- // list->Append(node);
- // }
- //}
- //void PhysicsManager::Unregister(PhysicNode* node)
- //{
- // int nodeIndex = mPhysicNodes.Find(node);
- // if (nodeIndex != -1)
- // {
- // mPhysicNodes.Remove(nodeIndex);
- // List<PhysicNode*>* list;
- // list = mCollisionGroups[node->GetCollisionGroupId()];
- // list->Remove(list->Find(node));
- // }
- //}
- //void PhysicsManager::AddGroupPairCollisionCheck(int groupId1, int groupId2)
- //{
- // if (mGroupIdPairsToCollide.Find(CollisionGroupPair(groupId1, groupId2)) == -1)
- // {
- // mGroupIdPairsToCollide.Append(CollisionGroupPair(groupId1, groupId2));
- // }
- //}
- //void PhysicsManager::Update(real dt)
- //{
- // for(int i = 0; i < mGroupIdPairsToCollide.GetSize(); i++)
- // {
- // CollideGroups(dt, mGroupIdPairsToCollide[i].collisionGroup1Id, mGroupIdPairsToCollide[i].collisionGroup2Id);
- // }
- //}
- //void PhysicsManager::CollideGroups(real dt, int groupId1, int groupId2)
- //{
- // if (!mCollisionGroups.Contains(groupId1) || !mCollisionGroups.Contains(groupId2))
- // {
- // return;
- // }
- // List<PhysicNode*>* listGroup1 = mCollisionGroups[groupId1];
- // List<PhysicNode*>* listGroup2 = mCollisionGroups[groupId2];
- // for(int i = 0; i < listGroup1->GetSize(); i++)
- // {
- // PhysicNode* node1 = listGroup1->GetElement(i);
- // Shape* shapeI = node1->GetShape();
- // if (shapeI != NULL)
- // {
- // int j = 0;
- // //Initilization of the j loop variable separated, because it has to be i+1 if the group is the same, to avoid double checks
- // if (groupId1 == groupId2)
- // {
- // j = i + 1;
- // }
- // for(; j < listGroup2->GetSize(); j++)
- // {
- // PhysicNode* node2 = listGroup2->GetElement(j);
- // Shape* shapeJ = node2->GetShape();
- // Vec2 penetration(0.0, 0.0);
- // if (shapeJ != NULL && shapeI->Overlaps(shapeJ, penetration))
- // {
- // real imI = node1->GetInverseMass();
- // real imJ = node2->GetInverseMass();
- // Vec2 imp = penetration / (imI + imJ);
- // Vec3 imp3 = Vec3(imp.x, imp.y, 0.0);
- // node1->SetPosition(node1->GetPosition() + imp3 * imI);
- // node2->SetPosition(node2->GetPosition() - imp3 * imJ);
- //
- // node1->Collision(node2);
- // node2->Collision(node1);
- // }
- // }
- // }
- // }
- //}
- }
|