129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
// Filename: physical.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) 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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#ifndef PHYSICAL_H
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#define PHYSICAL_H
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#include "pandabase.h"
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#include "pointerTo.h"
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#include "typedReferenceCount.h"
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#include "pvector.h"
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#include "plist.h"
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#include "physicsObject.h"
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#include "linearForce.h"
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#include "angularForce.h"
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class PhysicalNode;
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class PhysicsManager;
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////////////////////////////////////////////////////////////////////
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// Class : Physical
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// Description : Defines a set of physically modeled attributes.
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// If you want physics applied to your class, derive
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// it from this.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDAPHYSICS Physical : public TypedReferenceCount {
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public:
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//typedef pvector<PT(PhysicsObject)> PhysicsObjectVector;
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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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Physical(int total_objects = 1, bool pre_alloc = false);
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Physical(const Physical& copy);
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virtual ~Physical();
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// helpers
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INLINE PhysicsManager *get_physics_manager() const;
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INLINE PhysicalNode *get_physical_node() const;
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INLINE PhysicsObject *get_phys_body() const;
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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_physics_objects();
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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 add_physics_object(PhysicsObject *po);
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INLINE void remove_linear_force(LinearForce *f);
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INLINE void remove_angular_force(AngularForce *f);
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INLINE int get_num_linear_forces() const;
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INLINE PT(LinearForce) get_linear_force(int index) const;
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INLINE int get_num_angular_forces() const;
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INLINE PT(AngularForce) get_angular_force(int index) const;
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INLINE void set_viscosity(float viscosity);
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INLINE float get_viscosity() const;
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virtual void output(ostream &out = cout) const;
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virtual void write_physics_objects(ostream &out = cout, unsigned int indent=0) const;
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virtual void write_linear_forces(ostream &out = cout, unsigned int indent=0) const;
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virtual void write_angular_forces(ostream &out = cout, unsigned int indent=0) const;
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virtual void write(ostream &out = cout, unsigned int indent=0) const;
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public:
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INLINE const PhysicsObject::Vector &get_object_vector() const;
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INLINE const LinearForceVector &get_linear_forces() const;
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INLINE const AngularForceVector &get_angular_forces() const;
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friend class PhysicsManager;
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friend class PhysicalNode;
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protected:
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float _viscosity;
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// containers
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PhysicsObject::Vector _physics_objects;
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LinearForceVector _linear_forces;
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AngularForceVector _angular_forces;
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// this pointer exists to make life easy. If a physical exists
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// with only one element (i.e. NOT a particle system or set-physical),
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// then this pointer points at the only physicsobject. The object
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// is still of course contained in the _physics_objects vector, but
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// this is kind of a quicker way there.
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PhysicsObject *_phys_body;
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private:
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PhysicsManager *_physics_manager;
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PhysicalNode *_physical_node;
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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, "Physical",
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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 "physical.I"
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#endif // __PHYSICAL_H__
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