15 #ifndef PHYSICSCOLLISIONHANDLER_H
16 #define PHYSICSCOLLISIONHANDLER_H
18 #include "pandabase.h"
20 #include "collisionHandlerPusher.h"
35 INLINE
void set_almost_stationary_speed(PN_stdfloat speed);
36 INLINE PN_stdfloat get_almost_stationary_speed();
38 INLINE
void set_static_friction_coef(PN_stdfloat coef);
39 INLINE PN_stdfloat get_static_friction_coef();
41 INLINE
void set_dynamic_friction_coef(PN_stdfloat coef);
42 INLINE PN_stdfloat get_dynamic_friction_coef();
45 PN_stdfloat _almost_stationary_speed;
46 PN_stdfloat _static_friction_coef;
47 PN_stdfloat _dynamic_friction_coef;
51 virtual void apply_net_shove(
52 ColliderDef &def,
const LVector3 &net_shove,
54 virtual void apply_linear_force(ColliderDef &def,
const LVector3 &force);
56 virtual bool validate_target(
const NodePath &target);
62 static void init_type() {
63 CollisionHandlerPusher::init_type();
64 register_type(_type_handle,
"PhysicsCollisionHandler",
65 CollisionHandlerPusher::get_class_type());
68 return get_class_type();
70 virtual TypeHandle force_init_type() {init_type();
return get_class_type();}
76 #include "physicsCollisionHandler.I"
This is a three-component vector distance (as opposed to a three-component point, which represents a ...
A specialized kind of CollisionHandler that simply pushes back on things that attempt to move into so...
A specialized kind of CollisionHandler that simply pushes back on things that attempt to move into so...
TypeHandle is the identifier used to differentiate C++ class types.
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...