historical/toontown-classic.git/panda/include/physicsManager.h
2024-01-16 11:20:27 -06:00

98 lines
3.1 KiB
C++

/**
* 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 physicsManager.h
* @author charles
* @date 2000-06-14
*/
#ifndef PHYSICSMANAGER_H
#define PHYSICSMANAGER_H
#include "pandabase.h"
#include "pointerTo.h"
#include "physical.h"
#include "linearForce.h"
#include "angularForce.h"
#include "linearIntegrator.h"
#include "angularIntegrator.h"
#include "physicalNode.h"
#include "plist.h"
#include "pvector.h"
#include "configVariableInt.h"
/**
* Physics don't get much higher-level than this. Attach as many Physicals
* (particle systems, etc..) as you want, pick an integrator and go.
*/
class EXPCL_PANDA_PHYSICS PhysicsManager {
public:
// NOTE that the physicals container is NOT reference counted. this does
// indeed mean that you are NOT supposed to use this as a primary storage
// container for the physicals. This is so because physicals, on their
// death, ask to be removed from their current physicsmanager, if one
// exists, relieving the client from the task and also allowing for
// dynamically created and destroyed physicals.
typedef pvector<Physical *> PhysicalsVector;
typedef pvector<PT(LinearForce)> LinearForceVector;
typedef pvector<PT(AngularForce)> AngularForceVector;
PUBLISHED:
PhysicsManager();
virtual ~PhysicsManager();
INLINE void attach_linear_integrator(LinearIntegrator *i);
INLINE void attach_angular_integrator(AngularIntegrator *i);
INLINE void attach_physical(Physical *p);
INLINE void attach_physicalnode(PhysicalNode *p); // use attach_physical_node instead.
INLINE void attach_physical_node(PhysicalNode *p);
INLINE void add_linear_force(LinearForce *f);
INLINE void add_angular_force(AngularForce *f);
INLINE void clear_linear_forces();
INLINE void clear_angular_forces();
INLINE void clear_physicals();
INLINE void set_viscosity(PN_stdfloat viscosity);
INLINE PN_stdfloat get_viscosity() const;
void remove_physical(Physical *p);
void remove_physical_node(PhysicalNode *p);
void remove_linear_force(LinearForce *f);
void remove_angular_force(AngularForce *f);
void do_physics(PN_stdfloat dt);
void do_physics(PN_stdfloat dt, Physical *p);
void init_random_seed();
virtual void output(std::ostream &out) const;
virtual void write_physicals(std::ostream &out, int indent=0) const;
virtual void write_linear_forces(std::ostream &out, int indent=0) const;
virtual void write_angular_forces(std::ostream &out, int indent=0) const;
virtual void write(std::ostream &out, int indent=0) const;
virtual void debug_output(std::ostream &out, int indent=0) const;
public:
friend class Physical;
static ConfigVariableInt _random_seed;
private:
PN_stdfloat _viscosity;
PhysicalsVector _physicals;
LinearForceVector _linear_forces;
AngularForceVector _angular_forces;
PT(LinearIntegrator) _linear_integrator;
PT(AngularIntegrator) _angular_integrator;
};
#include "physicsManager.I"
#endif // PHYSICSMANAGER_H