open_toontown_panda3d/panda/src/physics/physicsObjectCollection.cxx

242 lines
6.5 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file physicsObjectCollection.cxx
* @author joswilso
* @date 2006-07-12
*/
#include "physicsObjectCollection.h"
#include "indent.h"
/**
*
*/
PhysicsObjectCollection::
PhysicsObjectCollection() {
}
/**
*
*/
PhysicsObjectCollection::
PhysicsObjectCollection(const PhysicsObjectCollection &copy) :
_physics_objects(copy._physics_objects)
{
}
/**
*
*/
void PhysicsObjectCollection::
operator = (const PhysicsObjectCollection &copy) {
_physics_objects = copy._physics_objects;
}
/**
* 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);
}
/**
* 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;
}
/**
* 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));
}
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* Removes all PhysicsObjects from the collection.
*/
void PhysicsObjectCollection::
clear() {
_physics_objects.clear();
}
/**
* Returns true if there are no PhysicsObjects in the collection, false
* otherwise.
*/
bool PhysicsObjectCollection::
is_empty() const {
return _physics_objects.empty();
}
/**
* Returns the number of PhysicsObjects in the collection.
*/
int PhysicsObjectCollection::
get_num_physics_objects() const {
return _physics_objects.size();
}
/**
* 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];
}
/**
* 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];
}
/**
* Returns the number of physics objects in the collection. This is the same
* thing as get_num_physics_objects().
*/
int PhysicsObjectCollection::
size() const {
return _physics_objects.size();
}
/**
* 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";
}
}
/**
* 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";
}
}