255 lines
5.1 KiB
Text
255 lines
5.1 KiB
Text
/**
|
|
* 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;
|
|
}
|