|
|
|
API Reference: PhysicsObject
PhysicsObject
from pandac.PandaModules import PhysicsObject
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.
Inheritance:
Methods of PhysicsObject:
Methods of TypedReferenceCount:
Methods of TypedObject:
Methods of ReferenceCount:
PhysicsObject
PhysicsObject::PhysicsObject(void);
Description : Default Constructor
Description : copy constructor
|
addImpact
virtual void PhysicsObject::add_impact(LPoint3f const &offset_from_center_of_mass, LVector3f const &impulse);
Description : Adds an impulse and/or torque (i.e. an instantanious change in velocity) based on how well the offset and impulse align with the center of mass (aka position). If you wanted to immitate this function you could work out the impulse and torque and call add_impulse and add_torque respectively. offset and force are in global (or parent) coordinates.
|
addImpulse
void PhysicsObject::add_impulse(LVector3f const &impulse);
Global instantanious forces
Description : Adds an impulse force (i.e. an instantanious change in velocity). This is a quicker way to get the velocity, add a vector to it and set that value to be the new velocity.
|
addLocalImpact
virtual void PhysicsObject::add_local_impact(LPoint3f const &offset_from_center_of_mass, LVector3f const &impulse);
Description : Adds an impulse and/or torque (i.e. an instantanious change in velocity) based on how well the offset and impulse align with the center of mass (aka position). If you wanted to immitate this function you could work out the impulse and torque and call add_impulse and add_torque respectively. offset and force are in local coordinates.
|
addLocalImpulse
void PhysicsObject::add_local_impulse(LVector3f const &impulse);
Local instantanious forces
Description : Adds an impulse force (i.e. an instantanious change in velocity). This is a quicker way to get the velocity, add a vector to it and set that value to be the new velocity.
|
addLocalTorque
void PhysicsObject::add_local_torque(LRotationf const &torque);
Local instantanious forces
Description : Adds an torque force (i.e. an instantanious change in velocity). This is a quicker way to get the angular velocity, add a vector to it and set that value to be the new angular velocity.
|
addTorque
void PhysicsObject::add_torque(LRotationf const &torque);
Global instantanious forces
Description : Adds an torque force (i.e. an instantanious change in velocity). This is a quicker way to get the angular velocity, add a vector to it and set that value to be the new angular velocity.
|
getActive
bool PhysicsObject::get_active(void) const;
Description : Process Flag Query
|
getInertialTensor
virtual LMatrix4f PhysicsObject::get_inertial_tensor(void) const;
Description : returns a transform matrix that represents the object's willingness to be forced.
|
getLastPosition
LPoint3f PhysicsObject::get_last_position(void) const;
Description : Get the position of the physics object at the start of the most recent do_physics.
|
getLcs
virtual LMatrix4f PhysicsObject::get_lcs(void) const;
Description : returns a transform matrix to this object's local coordinate system.
|
getMass
float PhysicsObject::get_mass(void) const;
Description : Get the mass in slugs (or kilograms).
|
getName
string const &PhysicsObject::get_name(void);
Undocumented function.
|
getOriented
bool PhysicsObject::get_oriented(void) const;
Description : See set_oriented().
|
getTerminalVelocity
float PhysicsObject::get_terminal_velocity(void) const;
Description : tv query
|
getVelocity
LVector3f PhysicsObject::get_velocity(void) const;
Description : Velocity Query per second
|
makeCopy
virtual PhysicsObject *PhysicsObject::make_copy(void) const;
Description : dynamic copy.
|
operator =
PhysicsObject const &PhysicsObject::operator =(PhysicsObject const &other);
Description :
|
output
virtual void PhysicsObject::output(ostream &out) const;
Description : Write a string representation of this instance to <out>.
|
resetOrientation
void PhysicsObject::reset_orientation(LOrientationf const &orientation);
Description : set the orientation while clearing the rotation velocity.
|
resetPosition
void PhysicsObject::reset_position(LPoint3f const &pos);
Description : use this to place an object in a completely new position, that has nothing to do with its last position.
|
setActive
void PhysicsObject::set_active(bool flag);
Description : Process Flag assignment
|
setMass
void PhysicsObject::set_mass(float );
Description : Set the mass in slugs (or kilograms).
|
setName
void PhysicsObject::set_name(string const &name);
Undocumented function.
|
setOriented
void PhysicsObject::set_oriented(bool flag);
Description : Set flag to determine whether this object should do any rotation or orientation calculations. Optimization.
|
setPosition
void PhysicsObject::set_position(LPoint3f const &pos);
INLINE void set_center_of_mass(const LPoint3f &pos); use set_position.
Description : Vector position assignment. This is also used as the center of mass.
Description : Piecewise position assignment
|
setRotation
void PhysicsObject::set_rotation(LRotationf const &rotation);
Description : set rotation as a quaternion delta per second.
|
setTerminalVelocity
void PhysicsObject::set_terminal_velocity(float tv);
Description : tv assignment
|
setVelocity
void PhysicsObject::set_velocity(LVector3f const &vel);
Description : Vector velocity assignment
Description : Piecewise velocity assignment
|
write
virtual void PhysicsObject::write(ostream &out, unsigned int indent = (0)) const;
Description : Write a string representation of this instance to <out>.
|
getType
virtual TypeHandle TypedObject::get_type(void) const = 0;
Derived classes should override this function to return get_class_type().
|
getTypeIndex
int TypedObject::get_type_index(void) const;
Description: Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. This is equivalent to get_type().get_index().
|
isExactType
bool TypedObject::is_exact_type(TypeHandle handle) const;
Description: Returns true if the current object is the indicated type exactly.
|
isOfType
bool TypedObject::is_of_type(TypeHandle handle) const;
Description: Returns true if the current object is or derives from the indicated type.
|
getRefCount
int ReferenceCount::get_ref_count(void) const;
Description: Returns the current reference count.
|
ref
void ReferenceCount::ref(void) const;
Description: Explicitly increments the reference count. User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.
This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.
|
testRefCountIntegrity
bool ReferenceCount::test_ref_count_integrity(void) const;
Description: Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise.
|
testRefCountNonzero
bool ReferenceCount::test_ref_count_nonzero(void) const;
Description: Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise.
|
unref
bool ReferenceCount::unref(void) const;
Description: Explicitly decrements the reference count. Note that the object will not be implicitly deleted by unref() simply because the reference count drops to zero. (Having a member function delete itself is problematic; plus, we don't have a virtual destructor anyway.) However, see the helper function unref_delete().
User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.
This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.
The return value is true if the new reference count is nonzero, false if it is zero.
|
| | |