234 lines
7.8 KiB
Plaintext
234 lines
7.8 KiB
Plaintext
// Filename: physical.I
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// Created by: charles (16Jun00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include <algorithm>
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////////////////////////////////////////////////////////////////////
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// Function : clear_linear_forces
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// Access : Public
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// Description : Erases the linear force list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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clear_linear_forces() {
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_linear_forces.erase(_linear_forces.begin(),
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_linear_forces.end());
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}
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////////////////////////////////////////////////////////////////////
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// Function : clear_angular_forces
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// Access : Public
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// Description : Erases the angular force list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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clear_angular_forces() {
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_angular_forces.erase(_angular_forces.begin(),
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_angular_forces.end());
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}
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////////////////////////////////////////////////////////////////////
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// Function : clear_physics_objects
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// Access : Public
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// Description : Erases the object list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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clear_physics_objects() {
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_physics_objects.erase(_physics_objects.begin(),
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_physics_objects.end());
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}
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////////////////////////////////////////////////////////////////////
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// Function : add_linear_force
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// Access : Public
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// Description : Adds a linear force to the force list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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add_linear_force(LinearForce *f) {
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_linear_forces.push_back(f);
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}
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////////////////////////////////////////////////////////////////////
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// Function : add_angular_force
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// Access : Public
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// Description : Adds an angular force to the force list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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add_angular_force(AngularForce *f) {
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_angular_forces.push_back(f);
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}
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////////////////////////////////////////////////////////////////////
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// Function : remove_linear_force
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// Access : Public
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// Description : removes a linear force from the force list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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remove_linear_force(LinearForce *f) {
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LinearForceVector::iterator found;
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// this is a PT because the templates don't like what should be
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// perfectly allowable, which is to search for bf directly.
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PT(LinearForce) pt_lf = f;
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found = find(_linear_forces.begin(), _linear_forces.end(), pt_lf);
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if (found == _linear_forces.end())
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return;
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_linear_forces.erase(found);
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}
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////////////////////////////////////////////////////////////////////
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// Function : remove_angular_force
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// Access : Public
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// Description : removes an angular force from the force list
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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remove_angular_force(AngularForce *f) {
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AngularForceVector::iterator found;
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PT(AngularForce) pt_af = f;
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found = find(_angular_forces.begin(), _angular_forces.end(), pt_af);
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if (found == _angular_forces.end())
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return;
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_angular_forces.erase(found);
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}
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////////////////////////////////////////////////////////////////////
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// Function : add_physics_object
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// Access : Public
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// Description : Adds an object to the physics object vector
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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add_physics_object(PhysicsObject *po) {
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_physics_objects.push_back(po);
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_physics_manager
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE PhysicsManager *Physical::
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get_physics_manager() const {
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return _physics_manager;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_phys_body
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE PhysicsObject *Physical::
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get_phys_body() const {
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return _phys_body;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_physical_node
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE PhysicalNode *Physical::
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get_physical_node() const {
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return _physical_node;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_object_vector
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE const PhysicsObject::Vector &Physical::
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get_object_vector() const {
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return _physics_objects;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_linear_forces
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE const Physical::LinearForceVector &Physical::
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get_linear_forces() const {
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return _linear_forces;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_angular_forces
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE const Physical::AngularForceVector &Physical::
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get_angular_forces() const {
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return _angular_forces;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_num_linear_forces
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE int Physical::
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get_num_linear_forces() const {
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return _linear_forces.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_linear_force
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE PT(LinearForce) Physical::
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get_linear_force(int index) const {
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nassertr(index >= 0 && index < (int)_linear_forces.size(), NULL);
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return _linear_forces[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_num_angular_forces
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE int Physical::
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get_num_angular_forces() const {
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return _angular_forces.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_angular_force
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// Access : Public
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////////////////////////////////////////////////////////////////////
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INLINE PT(AngularForce) Physical::
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get_angular_force(int index) const {
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nassertr(index >= 0 && index < (int)_angular_forces.size(), NULL);
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return _angular_forces[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function : set_viscosity
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// Access : Public
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// Description : Set the local viscosity.
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////////////////////////////////////////////////////////////////////
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INLINE void Physical::
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set_viscosity(float viscosity) {
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_viscosity=viscosity;
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}
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////////////////////////////////////////////////////////////////////
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// Function : get_viscosity
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// Access : Public
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// Description : Get the local viscosity.
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////////////////////////////////////////////////////////////////////
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INLINE float Physical::
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get_viscosity() const {
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//zzzzzzzzzzzzzzzz return max(_viscosity, get_physics_manager()->get_viscosity());
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return _viscosity;
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}
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