/** * 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.h * @author charles * @date 2000-06-13 */ #ifndef PHYSICS_OBJECT_H #define PHYSICS_OBJECT_H #include "pandabase.h" #include "typedReferenceCount.h" #include "luse.h" #include "configVariableDouble.h" /** * A body on which physics will be applied. If you're looking to add physical * motion to your class, do NOT derive from this. Derive from Physical * instead. */ class EXPCL_PANDA_PHYSICS PhysicsObject : public TypedReferenceCount { public: typedef pvector Vector; PUBLISHED: PhysicsObject(); PhysicsObject(const PhysicsObject ©); virtual ~PhysicsObject(); const PhysicsObject &operator =(const PhysicsObject &other); static ConfigVariableDouble _default_terminal_velocity; INLINE void set_active(bool flag); INLINE bool get_active() const; INLINE void set_mass(PN_stdfloat); INLINE PN_stdfloat get_mass() const; // INLINE void set_center_of_mass(const LPoint3 &pos); use set_position. INLINE void set_position(const LPoint3 &pos); INLINE void set_position(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z); INLINE LPoint3 get_position() const; INLINE void reset_position(const LPoint3 &pos); INLINE void set_last_position(const LPoint3 &pos); INLINE LPoint3 get_last_position() const; INLINE void set_velocity(const LVector3 &vel); INLINE void set_velocity(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z); INLINE LVector3 get_velocity() const; INLINE LVector3 get_implicit_velocity() const; // Global instantanious forces INLINE void add_torque(const LRotation &torque); INLINE void add_impulse(const LVector3 &impulse); virtual void add_impact( const LPoint3 &offset_from_center_of_mass, const LVector3 &impulse); // Local instantanious forces INLINE void add_local_torque(const LRotation &torque); INLINE void add_local_impulse(const LVector3 &impulse); virtual void add_local_impact( const LPoint3 &offset_from_center_of_mass, const LVector3 &impulse); INLINE void set_terminal_velocity(PN_stdfloat tv); INLINE PN_stdfloat get_terminal_velocity() const; INLINE void set_oriented(bool flag); INLINE bool get_oriented() const; INLINE void set_orientation(const LOrientation &orientation); INLINE LOrientation get_orientation() const; INLINE void reset_orientation(const LOrientation &orientation); INLINE void set_rotation(const LRotation &rotation); INLINE LRotation get_rotation() const; virtual LMatrix4 get_inertial_tensor() const; virtual LMatrix4 get_lcs() const; virtual PhysicsObject *make_copy() const; #ifndef NDEBUG void set_name(const std::string &name) { _name = name; } const std::string& get_name() { return _name; } #endif virtual void output(std::ostream &out) const; virtual void write(std::ostream &out, int indent=0) const; private: // physical LPoint3 _position; // aka _center_of_mass LPoint3 _last_position; LVector3 _velocity; // aka _linear_velocity // angular LOrientation _orientation; LRotation _rotation; // aka _angular_velocity PN_stdfloat _terminal_velocity; PN_stdfloat _mass; bool _process_me; bool _oriented; #ifndef NDEBUG std::string _name; #endif public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { TypedReferenceCount::init_type(); register_type(_type_handle, "PhysicsObject", TypedReferenceCount::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; }; #include "physicsObject.I" #endif // __PHYSICS_OBJECT_H__