open_toontown_panda3d/panda/src/physics/physicsObject.h

100 lines
2.8 KiB
C++

// Filename: physics_object.h
// Created by: charles (13Jun00)
//
////////////////////////////////////////////////////////////////////
#ifndef PHYSICS_OBJECT_H
#define PHYSICS_OBJECT_H
#include <pandabase.h>
#include <typedReferenceCount.h>
#include <luse.h>
////////////////////////////////////////////////////////////////////
// Class : PhysicsObject
// Description : 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_PANDAPHYSICS PhysicsObject : public TypedReferenceCount {
private:
// physical
LPoint3f _position;
LPoint3f _last_position;
LVector3f _velocity;
// angular
LOrientationf _orientation;
LVector3f _rotation;
float _terminal_velocity;
float _mass;
bool _process_me;
bool _oriented;
public:
PhysicsObject(void);
PhysicsObject(const PhysicsObject &copy);
virtual ~PhysicsObject(void);
const PhysicsObject &operator =(const PhysicsObject &other);
static const float _default_terminal_velocity;
INLINE void set_mass(float);
INLINE float get_mass(void) const;
INLINE void set_position(const LPoint3f &pos);
INLINE void set_position(float x, float y, float z);
INLINE LPoint3f get_position(void) const;
INLINE void set_position_HandOfGod(const LPoint3f &pos);
INLINE void set_last_position(const LPoint3f &pos);
INLINE LPoint3f get_last_position(void) const;
INLINE void set_velocity(const LVector3f &vel);
INLINE void set_velocity(float x, float y, float z);
INLINE LVector3f get_velocity(void) const;
INLINE void set_active(bool flag);
INLINE bool get_active(void) const;
INLINE void set_oriented(bool flag);
INLINE bool get_oriented(void) const;
INLINE void set_terminal_velocity(float tv);
INLINE float get_terminal_velocity(void) const;
INLINE void set_orientation(const LOrientationf &orientation);
INLINE LOrientationf get_orientation(void) const;
INLINE void set_rotation(const LVector3f &rotation);
INLINE LVector3f get_rotation(void) const;
virtual LMatrix4f get_inertial_tensor(void) const;
virtual LMatrix4f get_lcs(void) const;
virtual PhysicsObject *make_copy(void) const;
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__