/** * 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 linearControlForce.h * @author Dave Schuyler * @date 2006 */ #ifndef LINEARCONTROLFORCE_H #define LINEARCONTROLFORCE_H #include "linearForce.h" /** * Simple directed vector force. This force is different from the others in * that it can be global and still only affect a single object. That might * not make sense for a physics simulation, but it's very handy for a game. * I.e. this is the force applied by user on the selected object. */ class EXPCL_PANDA_PHYSICS LinearControlForce : public LinearForce { PUBLISHED: explicit LinearControlForce(const PhysicsObject *po = 0, PN_stdfloat a = 1.0f, bool mass = false); LinearControlForce(const LinearControlForce ©); virtual ~LinearControlForce(); INLINE void clear_physics_object(); INLINE void set_physics_object(const PhysicsObject *po); INLINE CPT(PhysicsObject) get_physics_object() const; INLINE void set_vector(const LVector3& v); INLINE void set_vector(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z); INLINE LVector3 get_local_vector() const; virtual void output(std::ostream &out) const; virtual void write(std::ostream &out, int indent=0) const; private: CPT(PhysicsObject) _physics_object; LVector3 _fvec; virtual LinearForce *make_copy(); virtual LVector3 get_child_vector(const PhysicsObject *po); public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { LinearForce::init_type(); register_type(_type_handle, "LinearControlForce", LinearForce::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 "linearControlForce.I" #endif // LINEARCONTROLFORCE_H