Files
DarkRP2D/external/Box2D-2.3.1/Contributions/Enhancements/Controllers/b2Controller.cpp
Julian Nießner d175d433a8 Added Box2D
2018-05-06 12:43:20 +02:00

111 lines
3.1 KiB
C++

/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include "b2Controller.h"
#include "../../Common/b2BlockAllocator.h"
b2Controller::~b2Controller()
{
//Remove attached bodies
Clear();
}
void b2Controller::AddBody(b2Body* body)
{
void* mem = m_world->m_blockAllocator.Allocate(sizeof(b2ControllerEdge));
b2ControllerEdge* edge = new (mem) b2ControllerEdge;
edge->body = body;
edge->controller = this;
//Add edge to controller list
edge->nextBody = m_bodyList;
edge->prevBody = NULL;
if(m_bodyList)
m_bodyList->prevBody = edge;
m_bodyList = edge;
++m_bodyCount;
//Add edge to body list
edge->nextController = body->m_controllerList;
edge->prevController = NULL;
if(body->m_controllerList)
body->m_controllerList->prevController = edge;
body->m_controllerList = edge;
}
void b2Controller::RemoveBody(b2Body* body)
{
//Assert that the controller is not empty
b2Assert(m_bodyCount>0);
//Find the corresponding edge
b2ControllerEdge* edge = m_bodyList;
while(edge && edge->body!=body)
edge = edge->nextBody;
//Assert that we are removing a body that is currently attached to the controller
b2Assert(edge!=NULL);
//Remove edge from controller list
if(edge->prevBody)
edge->prevBody->nextBody = edge->nextBody;
if(edge->nextBody)
edge->nextBody->prevBody = edge->prevBody;
if(edge == m_bodyList)
m_bodyList = edge->nextBody;
--m_bodyCount;
//Remove edge from body list
if(edge->prevController)
edge->prevController->nextController = edge->nextController;
if(edge->nextController)
edge->nextController->prevController = edge->prevController;
if(edge == body->m_controllerList)
body->m_controllerList = edge->nextController;
//Free the edge
m_world->m_blockAllocator.Free(edge, sizeof(b2ControllerEdge));
}
void b2Controller::Clear(){
while(m_bodyList)
{
b2ControllerEdge* edge = m_bodyList;
//Remove edge from controller list
m_bodyList = edge->nextBody;
//Remove edge from body list
if(edge->prevController)
edge->prevController->nextController = edge->nextController;
if(edge->nextController)
edge->nextController->prevController = edge->prevController;
if(edge == edge->body->m_controllerList)
edge->body->m_controllerList = edge->nextController;
//Free the edge
m_world->m_blockAllocator.Free(edge, sizeof(b2ControllerEdge));
}
m_bodyCount = 0;
}