open_toontown_panda3d/panda/src/physics/physicsCollisionHandler.h

84 lines
2.6 KiB
C++
Executable File

// Filename: physicsCollisionHandler.h
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 PHYSICSCOLLISIONHANDLER_H
#define PHYSICSCOLLISIONHANDLER_H
#include "pandabase.h"
#include "collisionHandlerPusher.h"
////////////////////////////////////////////////////////////////////
// Class : PhysicsCollisionHandler
// Description : A specialized kind of CollisionHandler that simply
// pushes back on things that attempt to move into solid
// walls. This also puts forces onto the physics objects
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAPHYSICS PhysicsCollisionHandler :
public CollisionHandlerPusher {
PUBLISHED:
PhysicsCollisionHandler();
virtual ~PhysicsCollisionHandler();
// These setters and getter are a bit of a hack:
INLINE void set_almost_stationary_speed(float speed);
INLINE float get_almost_stationary_speed();
INLINE void set_static_friction_coef(float coef);
INLINE float get_static_friction_coef();
INLINE void set_dynamic_friction_coef(float coef);
INLINE float get_dynamic_friction_coef();
protected:
float _almost_stationary_speed;
float _static_friction_coef;
float _dynamic_friction_coef;
void apply_friction(
ColliderDef &def, LVector3f &vel, const LVector3f& force, float angle);
virtual void apply_net_shove(
ColliderDef &def, const LVector3f &net_shove,
const LVector3f &force_normal);
virtual void apply_linear_force(ColliderDef &def, const LVector3f &force);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CollisionHandlerPusher::init_type();
register_type(_type_handle, "PhysicsCollisionHandler",
CollisionHandlerPusher::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 "physicsCollisionHandler.I"
#endif