// Filename: physicsObjectCollection.cxx // Created by: joswilso (12Jul06) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// #include "physicsObjectCollection.h" #include "indent.h" //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::Constructor // Access: Published // Description: //////////////////////////////////////////////////////////////////// PhysicsObjectCollection:: PhysicsObjectCollection() { } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::Copy Constructor // Access: Published // Description: //////////////////////////////////////////////////////////////////// PhysicsObjectCollection:: PhysicsObjectCollection(const PhysicsObjectCollection ©) : _physics_objects(copy._physics_objects) { } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::Copy Assignment Operator // Access: Published // Description: //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: operator = (const PhysicsObjectCollection ©) { _physics_objects = copy._physics_objects; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::add_physics_object // Access: Published // Description: Adds a new PhysicsObject to the collection. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: add_physics_object(PT(PhysicsObject) physics_object) { // If the pointer to our internal array is shared by any other // PhysicsObjectCollections, we have to copy the array now so we won't // inadvertently modify any of our brethren PhysicsObjectCollection // objects. if (_physics_objects.get_ref_count() > 1) { PhysicsObjects old_physics_objects = _physics_objects; _physics_objects = PhysicsObjects::empty_array(0); _physics_objects.v() = old_physics_objects.v(); } _physics_objects.push_back(physics_object); } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::remove_physics_object // Access: Published // Description: Removes the indicated PhysicsObject from the collection. // Returns true if the physics_object was removed, false if it was // not a member of the collection. //////////////////////////////////////////////////////////////////// bool PhysicsObjectCollection:: remove_physics_object(PT(PhysicsObject) physics_object) { int object_index = -1; for (int i = 0; object_index == -1 && i < (int)_physics_objects.size(); i++) { if (_physics_objects[i] == physics_object) { object_index = i; } } if (object_index == -1) { // The indicated physics_object was not a member of the collection. return false; } // If the pointer to our internal array is shared by any other // PhysicsObjectCollections, we have to copy the array now so we won't // inadvertently modify any of our brethren PhysicsObjectCollection // objects. if (_physics_objects.get_ref_count() > 1) { PhysicsObjects old_physics_objects = _physics_objects; _physics_objects = PhysicsObjects::empty_array(0); _physics_objects.v() = old_physics_objects.v(); } _physics_objects.erase(_physics_objects.begin() + object_index); return true; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::add_physics_objects_from // Access: Published // Description: Adds all the PhysicsObjects indicated in the other // collection to this collection. The other // physics_objects are simply appended to the end of // the physics_objects in this list; // duplicates are not automatically removed. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: add_physics_objects_from(const PhysicsObjectCollection &other) { int other_num_physics_objects = other.get_num_physics_objects(); for (int i = 0; i < other_num_physics_objects; i++) { add_physics_object(other.get_physics_object(i)); } } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::remove_physics_objects_from // Access: Published // Description: Removes from this collection all of the PhysicsObjects // listed in the other collection. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: remove_physics_objects_from(const PhysicsObjectCollection &other) { PhysicsObjects new_physics_objects; int num_physics_objects = get_num_physics_objects(); for (int i = 0; i < num_physics_objects; i++) { PT(PhysicsObject) physics_object = get_physics_object(i); if (!other.has_physics_object(physics_object)) { new_physics_objects.push_back(physics_object); } } _physics_objects = new_physics_objects; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::remove_duplicate_physics_objects // Access: Published // Description: Removes any duplicate entries of the same PhysicsObjects // on this collection. If a PhysicsObject appears multiple // times, the first appearance is retained; subsequent // appearances are removed. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: remove_duplicate_physics_objects() { PhysicsObjects new_physics_objects; int num_physics_objects = get_num_physics_objects(); for (int i = 0; i < num_physics_objects; i++) { PT(PhysicsObject) physics_object = get_physics_object(i); bool duplicated = false; for (int j = 0; j < i && !duplicated; j++) { duplicated = (physics_object == get_physics_object(j)); } if (!duplicated) { new_physics_objects.push_back(physics_object); } } _physics_objects = new_physics_objects; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::has_physics_object // Access: Published // Description: Returns true if the indicated PhysicsObject appears in // this collection, false otherwise. //////////////////////////////////////////////////////////////////// bool PhysicsObjectCollection:: has_physics_object(PT(PhysicsObject) physics_object) const { for (int i = 0; i < get_num_physics_objects(); i++) { if (physics_object == get_physics_object(i)) { return true; } } return false; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::clear // Access: Published // Description: Removes all PhysicsObjects from the collection. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: clear() { _physics_objects.clear(); } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::is_empty // Access: Published // Description: Returns true if there are no PhysicsObjects in the // collection, false otherwise. //////////////////////////////////////////////////////////////////// bool PhysicsObjectCollection:: is_empty() const { return _physics_objects.empty(); } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::get_num_physics_objects // Access: Published // Description: Returns the number of PhysicsObjects in the collection. //////////////////////////////////////////////////////////////////// int PhysicsObjectCollection:: get_num_physics_objects() const { return _physics_objects.size(); } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::get_physics_object // Access: Published // Description: Returns the nth PhysicsObject in the collection. //////////////////////////////////////////////////////////////////// PT(PhysicsObject) PhysicsObjectCollection:: get_physics_object(int index) const { nassertr(index >= 0 && index < (int)_physics_objects.size(), PT(PhysicsObject)()); return _physics_objects[index]; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::operator [] // Access: Published // Description: Returns the nth PhysicsObject in the collection. This is // the same as get_physics_object(), but it may be a more // convenient way to access it. //////////////////////////////////////////////////////////////////// PT(PhysicsObject) PhysicsObjectCollection:: operator [] (int index) const { nassertr(index >= 0 && index < (int)_physics_objects.size(), PT(PhysicsObject)()); return _physics_objects[index]; } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::output // Access: Published // Description: Writes a brief one-line description of the // PhysicsObjectCollection to the indicated output stream. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: output(ostream &out) const { if (get_num_physics_objects() == 1) { out << "1 PhysicsObject"; } else { out << get_num_physics_objects() << " PhysicsObjects"; } } //////////////////////////////////////////////////////////////////// // Function: PhysicsObjectCollection::write // Access: Published // Description: Writes a complete multi-line description of the // PhysicsObjectCollection to the indicated output stream. //////////////////////////////////////////////////////////////////// void PhysicsObjectCollection:: write(ostream &out, int indent_level) const { for (int i = 0; i < get_num_physics_objects(); i++) { indent(out, indent_level) << get_physics_object(i) << "\n"; } }