132 lines
4 KiB
C
132 lines
4 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file physical.h
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* @author charles
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* @date 2000-06-14
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*/
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#ifndef PHYSICAL_H
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#define PHYSICAL_H
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#include "pandabase.h"
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#include "pointerTo.h"
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#include "typedReferenceCount.h"
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#include "pvector.h"
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#include "plist.h"
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#include "physicsObject.h"
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#include "physicsObjectCollection.h"
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#include "linearForce.h"
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#include "angularForce.h"
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#include "nodePath.h"
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class PhysicalNode;
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class PhysicsManager;
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/**
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* Defines a set of physically modeled attributes. If you want physics
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* applied to your class, derive it from this.
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*/
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class EXPCL_PANDA_PHYSICS Physical : public TypedReferenceCount {
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public:
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// typedef pvector<PT(PhysicsObject)> PhysicsObjectVector;
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typedef pvector<PT(LinearForce)> LinearForceVector;
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typedef pvector<PT(AngularForce)> AngularForceVector;
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PUBLISHED:
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explicit Physical(int total_objects = 1, bool pre_alloc = false);
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Physical(const Physical& copy);
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virtual ~Physical();
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// helpers
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INLINE PhysicsManager *get_physics_manager() const;
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INLINE PhysicalNode *get_physical_node() const;
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INLINE NodePath get_physical_node_path() const;
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INLINE PhysicsObject *get_phys_body() const;
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INLINE void clear_linear_forces();
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INLINE void clear_angular_forces();
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INLINE void clear_physics_objects();
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INLINE void add_linear_force(LinearForce *f);
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INLINE void add_angular_force(AngularForce *f);
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INLINE void add_physics_object(PhysicsObject *po);
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INLINE void remove_linear_force(LinearForce *f);
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INLINE void remove_angular_force(AngularForce *f);
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INLINE int get_num_linear_forces() const;
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INLINE PT(LinearForce) get_linear_force(int index) const;
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MAKE_SEQ(get_linear_forces, get_num_linear_forces, get_linear_force);
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INLINE int get_num_angular_forces() const;
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INLINE PT(AngularForce) get_angular_force(int index) const;
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MAKE_SEQ(get_angular_forces, get_num_angular_forces, get_angular_force);
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INLINE void set_viscosity(PN_stdfloat viscosity);
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INLINE PN_stdfloat get_viscosity() const;
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const PhysicsObjectCollection get_objects() const;
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virtual void output(std::ostream &out = std::cout) const;
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virtual void write_physics_objects(
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std::ostream &out = std::cout, int indent=0) const;
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virtual void write_linear_forces(
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std::ostream &out = std::cout, int indent=0) const;
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virtual void write_angular_forces(
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std::ostream &out = std::cout, int indent=0) const;
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virtual void write(std::ostream &out = std::cout, int indent=0) const;
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public:
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INLINE const PhysicsObject::Vector &get_object_vector() const;
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INLINE const LinearForceVector &get_linear_forces() const;
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INLINE const AngularForceVector &get_angular_forces() const;
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friend class PhysicsManager;
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friend class PhysicalNode;
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protected:
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PN_stdfloat _viscosity;
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// containers
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PhysicsObject::Vector _physics_objects;
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LinearForceVector _linear_forces;
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AngularForceVector _angular_forces;
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// this pointer exists to make life easy. If a physical exists with only
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// one element (i.e. NOT a particle system or set-physical), then this
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// pointer points at the only PhysicsObject. The object is still of course
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// contained in the _physics_objects vector, but this is kind of a quicker
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// way there.
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PhysicsObject *_phys_body;
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private:
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PhysicsManager *_physics_manager;
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PhysicalNode *_physical_node;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedReferenceCount::init_type();
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register_type(_type_handle, "Physical",
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TypedReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "physical.I"
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#endif // __PHYSICAL_H__
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