145 lines
4.2 KiB
C++
145 lines
4.2 KiB
C++
// Filename: physicsObject.h
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// Created by: charles (13Jun00)
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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) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef PHYSICS_OBJECT_H
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#define PHYSICS_OBJECT_H
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#include "pandabase.h"
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#include "typedReferenceCount.h"
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#include "luse.h"
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#include "configVariableDouble.h"
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////////////////////////////////////////////////////////////////////
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// Class : PhysicsObject
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// Description : A body on which physics will be applied. If you're
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// looking to add physical motion to your class, do
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// NOT derive from this. Derive from Physical instead.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDAPHYSICS PhysicsObject : public TypedReferenceCount {
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public:
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typedef pvector<PT(PhysicsObject)> Vector;
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PUBLISHED:
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PhysicsObject();
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PhysicsObject(const PhysicsObject ©);
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virtual ~PhysicsObject();
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const PhysicsObject &operator =(const PhysicsObject &other);
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static ConfigVariableDouble _default_terminal_velocity;
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INLINE void set_active(bool flag);
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INLINE bool get_active() const;
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INLINE void set_mass(float);
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INLINE float get_mass() const;
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//INLINE void set_center_of_mass(const LPoint3f &pos); use set_position.
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INLINE void set_position(const LPoint3f &pos);
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INLINE void set_position(float x, float y, float z);
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INLINE LPoint3f get_position() const;
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INLINE void reset_position(const LPoint3f &pos);
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INLINE void set_last_position(const LPoint3f &pos);
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INLINE LPoint3f get_last_position() const;
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INLINE void set_velocity(const LVector3f &vel);
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INLINE void set_velocity(float x, float y, float z);
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INLINE LVector3f get_velocity() const;
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INLINE LVector3f get_implicit_velocity() const;
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// Global instantanious forces
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INLINE void add_torque(const LRotationf &torque);
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INLINE void add_impulse(const LVector3f &impulse);
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virtual void add_impact(
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const LPoint3f &offset_from_center_of_mass, const LVector3f &impulse);
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// Local instantanious forces
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INLINE void add_local_torque(const LRotationf &torque);
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INLINE void add_local_impulse(const LVector3f &impulse);
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virtual void add_local_impact(
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const LPoint3f &offset_from_center_of_mass, const LVector3f &impulse);
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INLINE void set_terminal_velocity(float tv);
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INLINE float get_terminal_velocity() const;
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INLINE void set_oriented(bool flag);
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INLINE bool get_oriented() const;
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INLINE void set_orientation(const LOrientationf &orientation);
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INLINE LOrientationf get_orientation() const;
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INLINE void reset_orientation(const LOrientationf &orientation);
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INLINE void set_rotation(const LRotationf &rotation);
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INLINE LRotationf get_rotation() const;
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virtual LMatrix4f get_inertial_tensor() const;
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virtual LMatrix4f get_lcs() const;
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virtual PhysicsObject *make_copy() const;
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#ifndef NDEBUG
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void set_name(const string &name) {
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_name = name;
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}
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const string& get_name() {
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return _name;
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}
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#endif
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virtual void output(ostream &out) const;
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virtual void write(ostream &out, unsigned int indent=0) const;
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private:
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// physical
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LPoint3f _position; // aka _center_of_mass
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LPoint3f _last_position;
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LVector3f _velocity; // aka _linear_velocity
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// angular
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LOrientationf _orientation;
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LRotationf _rotation; // aka _angular_velocity
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float _terminal_velocity;
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float _mass;
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bool _process_me;
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bool _oriented;
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#ifndef NDEBUG
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string _name;
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#endif
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedReferenceCount::init_type();
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register_type(_type_handle, "PhysicsObject",
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TypedReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "physicsObject.I"
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#endif // __PHYSICS_OBJECT_H__
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