historical/toontown-classic.git/panda/include/physicsObject.I

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/**
* 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 physicsObject.I
* @author charles
* @date 2000-06-13
*/
/**
* Set the mass in slugs (or kilograms).
*/
INLINE void PhysicsObject::
set_mass(PN_stdfloat m) {
nassertv(m > 0);
_mass = m;
}
/**
* Vector position assignment. This is also used as the center of mass.
*/
INLINE void PhysicsObject::
set_position(const LPoint3 &pos) {
nassertv(!pos.is_nan());
_position = pos;
}
/**
* Piecewise position assignment
*/
INLINE void PhysicsObject::
set_position(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
nassertv(!LPoint3(x, y, z).is_nan());
_position.set(x, y, z);
}
/**
* use this to place an object in a completely new position, that has nothing
* to do with its last position.
*/
INLINE void PhysicsObject::
reset_position(const LPoint3 &pos) {
nassertv(!pos.is_nan());
_position = pos;
_last_position = pos;
_velocity.set(0.0f, 0.0f, 0.0f);
}
/**
* set the orientation while clearing the rotation velocity.
*/
INLINE void PhysicsObject::
reset_orientation(const LOrientation &orientation) {
nassertv(!orientation.is_nan());
_orientation = orientation;
_rotation = LRotation::ident_quat();
}
/**
* Last position assignment
*/
INLINE void PhysicsObject::
set_last_position(const LPoint3 &pos) {
_last_position = pos;
}
/**
* Vector velocity assignment
*/
INLINE void PhysicsObject::
set_velocity(const LVector3 &vel) {
nassertv(!vel.is_nan());
_velocity = vel;
}
/**
* Piecewise velocity assignment
*/
INLINE void PhysicsObject::
set_velocity(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
nassertv(!LVector3(x, y, z).is_nan());
_velocity.set(x, y, z);
}
/**
* Adds an torque force (i.e. an instantanious change in velocity). This is
* a quicker way to get the angular velocity, add a vector to it and set that
* value to be the new angular velocity.
*/
INLINE void PhysicsObject::
add_local_torque(const LRotation &torque) {
nassertv(!torque.is_nan());
_rotation+=_orientation.xform(torque);
}
/**
* Adds an impulse force (i.e. an instantanious change in velocity). This is
* a quicker way to get the velocity, add a vector to it and set that value to
* be the new velocity.
*/
INLINE void PhysicsObject::
add_local_impulse(const LVector3 &impulse) {
nassertv(!impulse.is_nan());
_velocity += _orientation.xform(impulse);
}
/**
* Adds an torque force (i.e. an instantanious change in velocity). This is
* a quicker way to get the angular velocity, add a vector to it and set that
* value to be the new angular velocity.
*/
INLINE void PhysicsObject::
add_torque(const LRotation &torque) {
nassertv(!torque.is_nan());
_rotation+=torque;
}
/**
* Adds an impulse force (i.e. an instantanious change in velocity). This is
* a quicker way to get the velocity, add a vector to it and set that value to
* be the new velocity.
*/
INLINE void PhysicsObject::
add_impulse(const LVector3 &impulse) {
nassertv(!impulse.is_nan());
_velocity+=impulse;
}
/**
* Process Flag assignment
*/
INLINE void PhysicsObject::
set_active(bool flag) {
_process_me = flag;
}
/**
* tv assignment
*/
INLINE void PhysicsObject::
set_terminal_velocity(PN_stdfloat tv) {
_terminal_velocity = tv;
}
/**
* Get the mass in slugs (or kilograms).
*/
INLINE PN_stdfloat PhysicsObject::
get_mass() const {
return _mass;
}
/**
* Position Query
*/
INLINE LPoint3 PhysicsObject::
get_position() const {
return _position;
}
/**
* Get the position of the physics object at the start of the most recent
* do_physics.
*/
INLINE LPoint3 PhysicsObject::
get_last_position() const {
return _last_position;
}
/**
* Velocity Query per second
*/
INLINE LVector3 PhysicsObject::
get_velocity() const {
return _velocity;
}
/**
* Velocity Query over the last dt
*/
INLINE LVector3 PhysicsObject::
get_implicit_velocity() const {
return _position-_last_position;
}
/**
* Process Flag Query
*/
INLINE bool PhysicsObject::
get_active() const {
return _process_me;
}
/**
* tv query
*/
INLINE PN_stdfloat PhysicsObject::
get_terminal_velocity() const {
return _terminal_velocity;
}
/**
*
*/
INLINE void PhysicsObject::
set_orientation(const LOrientation &orientation) {
nassertv(!orientation.is_nan());
_orientation = orientation;
}
/**
* set rotation as a quaternion delta per second.
*/
INLINE void PhysicsObject::
set_rotation(const LRotation &rotation) {
nassertv(!rotation.is_nan());
_rotation = rotation;
}
/**
* get current orientation.
*/
INLINE LOrientation PhysicsObject::
get_orientation() const {
return _orientation;
}
/**
* get rotation per second.
*/
INLINE LRotation PhysicsObject::
get_rotation() const {
return _rotation;
}
/**
* Set flag to determine whether this object should do any rotation or
* orientation calculations. Optimization.
*/
INLINE void PhysicsObject::
set_oriented(bool flag) {
_oriented = flag;
}
/**
* See set_oriented().
*/
INLINE bool PhysicsObject::
get_oriented() const {
return _oriented;
}