open_toontown_panda3d/panda/src/physics/physicsObject.h

137 lines
3.8 KiB
C++

// Filename: physicsObject.h
// Created by: charles (13Jun00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#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 {
public:
typedef pvector<PT(PhysicsObject)> Vector;
PUBLISHED:
PhysicsObject();
PhysicsObject(const PhysicsObject &copy);
virtual ~PhysicsObject();
const PhysicsObject &operator =(const PhysicsObject &other);
static const float _default_terminal_velocity;
INLINE void set_active(bool flag);
INLINE bool get_active() const;
INLINE void set_mass(float);
INLINE float get_mass() const;
INLINE void set_position(const LPoint3f &pos);
INLINE void set_position(float x, float y, float z);
INLINE LPoint3f get_position() const;
INLINE void reset_position(const LPoint3f &pos);
INLINE void set_last_position(const LPoint3f &pos);
INLINE LPoint3f get_last_position() const;
INLINE void set_velocity(const LVector3f &vel);
INLINE void set_velocity(float x, float y, float z);
INLINE LVector3f get_velocity() const;
INLINE LVector3f get_implicit_velocity() const;
INLINE void add_impulse(const LVector3f &impulse);
INLINE void set_terminal_velocity(float tv);
INLINE float get_terminal_velocity() const;
INLINE void set_oriented(bool flag);
INLINE bool get_oriented() const;
INLINE void set_orientation(const LOrientationf &orientation);
INLINE LOrientationf get_orientation() const;
INLINE void reset_orientation(const LOrientationf &orientation);
INLINE void set_rotation(const LVector3f &rotation);
INLINE LVector3f get_rotation() const;
virtual LMatrix4f get_inertial_tensor() const;
virtual LMatrix4f get_lcs() const;
virtual PhysicsObject *make_copy() const;
#ifndef NDEBUG
void set_name(const string &name) {
_name = name;
}
const string& get_name() {
return _name;
}
#endif
virtual void output(ostream &out) const;
virtual void write(ostream &out, unsigned int indent=0) const;
private:
// physical
LPoint3f _position;
LPoint3f _last_position;
LVector3f _velocity;
// angular
LOrientationf _orientation;
LVector3f _rotation;
float _terminal_velocity;
float _mass;
bool _process_me;
bool _oriented;
#ifndef NDEBUG
string _name;
#endif
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__