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

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/**
* 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 physical.I
* @author charles
* @date 2000-06-16
*/
#include <algorithm>
/**
* Erases the linear force list
*/
INLINE void Physical::
clear_linear_forces() {
_linear_forces.erase(_linear_forces.begin(),
_linear_forces.end());
}
/**
* Erases the angular force list
*/
INLINE void Physical::
clear_angular_forces() {
_angular_forces.erase(_angular_forces.begin(),
_angular_forces.end());
}
/**
* Erases the object list
*/
INLINE void Physical::
clear_physics_objects() {
_physics_objects.erase(_physics_objects.begin(),
_physics_objects.end());
}
/**
* Adds a linear force to the force list
*/
INLINE void Physical::
add_linear_force(LinearForce *f) {
_linear_forces.push_back(f);
}
/**
* Adds an angular force to the force list
*/
INLINE void Physical::
add_angular_force(AngularForce *f) {
_angular_forces.push_back(f);
}
/**
* removes a linear force from the force list
*/
INLINE void Physical::
remove_linear_force(LinearForce *f) {
LinearForceVector::iterator found;
// this is a PT because the templates don't like what should be perfectly
// allowable, which is to search for bf directly.
PT(LinearForce) pt_lf = f;
found = find(_linear_forces.begin(), _linear_forces.end(), pt_lf);
if (found == _linear_forces.end())
return;
_linear_forces.erase(found);
}
/**
* removes an angular force from the force list
*/
INLINE void Physical::
remove_angular_force(AngularForce *f) {
AngularForceVector::iterator found;
PT(AngularForce) pt_af = f;
found = find(_angular_forces.begin(), _angular_forces.end(), pt_af);
if (found == _angular_forces.end())
return;
_angular_forces.erase(found);
}
/**
* Adds an object to the physics object vector
*/
INLINE void Physical::
add_physics_object(PhysicsObject *po) {
_physics_objects.push_back(po);
}
/**
*/
INLINE PhysicsManager *Physical::
get_physics_manager() const {
return _physics_manager;
}
/**
*/
INLINE PhysicsObject *Physical::
get_phys_body() const {
return _phys_body;
}
/**
*/
INLINE PhysicalNode *Physical::
get_physical_node() const {
return _physical_node;
}
/**
*/
INLINE NodePath Physical::
get_physical_node_path() const {
return NodePath((PandaNode*) _physical_node);
}
/**
*/
INLINE const PhysicsObject::Vector &Physical::
get_object_vector() const {
return _physics_objects;
}
/**
*/
INLINE const Physical::LinearForceVector &Physical::
get_linear_forces() const {
return _linear_forces;
}
/**
*/
INLINE const Physical::AngularForceVector &Physical::
get_angular_forces() const {
return _angular_forces;
}
/**
*/
INLINE int Physical::
get_num_linear_forces() const {
return _linear_forces.size();
}
/**
*/
INLINE PT(LinearForce) Physical::
get_linear_force(int index) const {
nassertr(index >= 0 && index < (int)_linear_forces.size(), nullptr);
return _linear_forces[index];
}
/**
*/
INLINE int Physical::
get_num_angular_forces() const {
return _angular_forces.size();
}
/**
*/
INLINE PT(AngularForce) Physical::
get_angular_force(int index) const {
nassertr(index >= 0 && index < (int)_angular_forces.size(), nullptr);
return _angular_forces[index];
}
/**
* Set the local viscosity.
*/
INLINE void Physical::
set_viscosity(PN_stdfloat viscosity) {
_viscosity=viscosity;
}
/**
* Get the local viscosity.
*/
INLINE PN_stdfloat Physical::
get_viscosity() const {
// zzzzzzzzzzzzzzzz return max(_viscosity,
// get_physics_manager()->get_viscosity());
return _viscosity;
}