Panda3D
Public Member Functions | Static Public Member Functions | List of all members
LinearControlForce Class Reference

Simple directed vector force. More...

Inheritance diagram for LinearControlForce:
LinearForce BaseForce TypedReferenceCount TypedObject ReferenceCount

Public Member Functions

 __init__ (const LinearControlForce copy)
 Copy Constructor. More...
 
 __init__ (const PhysicsObject po, float a, bool mass)
 Vector Constructor. More...
 
 clearPhysicsObject ()
 encapsulating wrapper More...
 
LVector3 getLocalVector ()
 
const PhysicsObject getPhysicsObject ()
 piecewise encapsulating wrapper More...
 
 setPhysicsObject (const PhysicsObject po)
 encapsulating wrapper More...
 
 setVector (const LVector3 v)
 encapsulating wrapper More...
 
 setVector (float x, float y, float z)
 piecewise encapsulating wrapper More...
 
- Public Member Functions inherited from LinearForce
float getAmplitude ()
 
bool getMassDependent ()
 
LVector3 getVector (const PhysicsObject po)
 
LVector3 getVectorMasks ()
 
LinearForce makeCopy ()
 
 setAmplitude (const float a)
 
 setMassDependent (bool m)
 
 setVectorMasks (bool x, bool y, bool z)
 
- Public Member Functions inherited from BaseForce
bool getActive ()
 
ForceNode getForceNode ()
 
NodePath getForceNodePath ()
 
bool isLinear ()
 
 output (Ostream out)
 Write a string representation of this instance to <out>. More...
 
 setActive (bool active)
 
 write (Ostream out, int indent_level)
 Write a string representation of this instance to <out>. More...
 
- Public Member Functions inherited from TypedObject
TypeHandle getType ()
 
int getTypeIndex ()
 Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. More...
 
bool isExactType (TypeHandle handle)
 Returns true if the current object is the indicated type exactly. More...
 
bool isOfType (TypeHandle handle)
 Returns true if the current object is or derives from the indicated type. More...
 
- Public Member Functions inherited from ReferenceCount
int getRefCount ()
 Returns the current reference count. More...
 
 ref ()
 Explicitly increments the reference count. More...
 
bool testRefCountIntegrity ()
 Does some easy checks to make sure that the reference count isn't completely bogus. More...
 
bool testRefCountNonzero ()
 Does some easy checks to make sure that the reference count isn't zero, or completely bogus. More...
 
bool unref ()
 Explicitly decrements the reference count. More...
 

Static Public Member Functions

static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from LinearForce
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from BaseForce
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from TypedReferenceCount
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from TypedObject
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from ReferenceCount
static TypeHandle getClassType ()
 

Additional Inherited Members

- Public Attributes inherited from TypedObject
TypeHandle type
 Returns the TypeHandle representing this object's type. More...
 
- Public Attributes inherited from ReferenceCount
int ref_count
 The current reference count. More...
 

Detailed Description

Simple directed vector force.

This force is different from the others in that it can be global and still only affect a single object. That might not make sense for a physics simulation, but it's very handy for a game. I.e. this is the force applied by user on the selected object.

Member Function Documentation

◆ __init__() [1/2]

__init__ ( const LinearControlForce  copy)

Copy Constructor.

◆ __init__() [2/2]

__init__ ( const PhysicsObject  po,
float  a,
bool  mass 
)

Vector Constructor.

◆ clearPhysicsObject()

clearPhysicsObject ( )

encapsulating wrapper

◆ getClassType()

static TypeHandle getClassType ( )
static

◆ getLocalVector()

LVector3 getLocalVector ( )

◆ getPhysicsObject()

const PhysicsObject getPhysicsObject ( )

piecewise encapsulating wrapper

◆ setPhysicsObject()

setPhysicsObject ( const PhysicsObject  po)

encapsulating wrapper

◆ setVector() [1/2]

setVector ( const LVector3  v)

encapsulating wrapper

◆ setVector() [2/2]

setVector ( float  x,
float  y,
float  z 
)

piecewise encapsulating wrapper