103 lines
3.4 KiB
C++
103 lines
3.4 KiB
C++
// Filename: physicsManager.h
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// Created by: charles (14Jun00)
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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 PHYSICSMANAGER_H
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#define PHYSICSMANAGER_H
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#include "pandabase.h"
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#include "pointerTo.h"
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#include "physical.h"
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#include "linearForce.h"
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#include "angularForce.h"
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#include "linearIntegrator.h"
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#include "angularIntegrator.h"
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#include "physicalNode.h"
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#include "plist.h"
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#include "pvector.h"
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#include "configVariableInt.h"
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////////////////////////////////////////////////////////////////////
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// Class : PhysicsManager
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// Description : Physics don't get much higher-level than this.
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// Attach as many Physicals (particle systems, etc..)
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// as you want, pick an integrator and go.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDAPHYSICS PhysicsManager {
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public:
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// NOTE that the physicals container is NOT reference counted.
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// this does indeed mean that you are NOT supposed to use this
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// as a primary storage container for the physicals. This is so
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// because physicals, on their death, ask to be removed from their
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// current physicsmanager, if one exists, relieving the client from
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// the task and also allowing for dynamically created and destroyed
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// physicals.
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typedef pvector<Physical *> PhysicalsVector;
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typedef pvector<PT(LinearForce)> LinearForceVector;
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typedef pvector<PT(AngularForce)> AngularForceVector;
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PUBLISHED:
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PhysicsManager();
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virtual ~PhysicsManager();
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INLINE void attach_linear_integrator(LinearIntegrator *i);
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INLINE void attach_angular_integrator(AngularIntegrator *i);
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INLINE void attach_physical(Physical *p);
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INLINE void attach_physicalnode(PhysicalNode *p); // use attach_physical_node instead.
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INLINE void attach_physical_node(PhysicalNode *p);
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INLINE void add_linear_force(LinearForce *f);
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INLINE void add_angular_force(AngularForce *f);
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INLINE void clear_linear_forces();
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INLINE void clear_angular_forces();
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INLINE void clear_physicals();
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INLINE void set_viscosity(float viscosity);
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INLINE float get_viscosity() const;
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void remove_physical(Physical *p);
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void remove_physical_node(PhysicalNode *p);
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void remove_linear_force(LinearForce *f);
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void remove_angular_force(AngularForce *f);
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void do_physics(float dt);
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void do_physics(float dt, Physical *p);
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void init_random_seed();
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virtual void output(ostream &out) const;
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virtual void write_physicals(ostream &out, unsigned int indent=0) const;
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virtual void write_linear_forces(ostream &out, unsigned int indent=0) const;
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virtual void write_angular_forces(ostream &out, unsigned int indent=0) const;
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virtual void write(ostream &out, unsigned int indent=0) const;
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virtual void debug_output(ostream &out, unsigned int indent=0) const;
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public:
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friend class Physical;
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static ConfigVariableInt _random_seed;
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private:
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float _viscosity;
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PhysicalsVector _physicals;
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LinearForceVector _linear_forces;
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AngularForceVector _angular_forces;
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PT(LinearIntegrator) _linear_integrator;
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PT(AngularIntegrator) _angular_integrator;
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};
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#include "physicsManager.I"
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#endif // PHYSICSMANAGER_H
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