Panda3D
Classes
panda3d::physics Namespace Reference

Classes

class  ActorNode
 
class  AngularEulerIntegrator
 
class  AngularForce
 pure virtual parent of all quat-based forces. More...
 
class  AngularIntegrator
 Pure virtual base class for physical modeling. Takes physically modelable objects and applies forces to them. More...
 
class  AngularVectorForce
 a simple directed torque force, the angular equivalent of simple vector force. More...
 
class  ArcEmitter
 
class  BaseForce
 pure virtual base class for all forces that could POSSIBLY exist. More...
 
class  BaseIntegrator
 pure virtual integrator class that holds cached matrix information that really should be common to any possible child implementation. More...
 
class  BaseParticleEmitter
 Describes a physical region in space in which particles are randomly generated. More...
 
class  BaseParticleFactory
 Pure Virtual base class for creating particles. More...
 
class  BaseParticleRenderer
 Pure virtual particle renderer base class. More...
 
class  BoxEmitter
 Describes a voluminous box region in which particles are generated. More...
 
class  ColorInterpolationFunction
 
class  ColorInterpolationFunctionConstant
 
class  ColorInterpolationFunctionLinear
 
class  ColorInterpolationFunctionSinusoid
 
class  ColorInterpolationFunctionStepwave
 
class  ColorInterpolationManager
 
class  ColorInterpolationSegment
 
class  DiscEmitter
 Describes a planar disc region from which particles are generated. More...
 
class  ForceNode
 A force that lives in the scene graph and is therefore subject to local coordinate systems. An example of this would be simulating gravity in a rotating space station. or something. More...
 
class  GeomParticleRenderer
 
class  LinearControlForce
 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. More...
 
class  LinearCylinderVortexForce
 Defines a cylinder inside of which all forces are tangential to the theta of the particle wrt the z-axis in local coord. space. This happens by assigning the force a node by which the cylinder is transformed. Be warned- this will suck anything that it can reach directly into orbit and will NOT let go. More...
 
class  LinearDistanceForce
 Pure virtual class for sinks and sources. More...
 
class  LinearEulerIntegrator
 
class  LinearForce
 
class  LinearFrictionForce
 Friction-based drag force. More...
 
class  LinearIntegrator
 Pure virtual base class for physical modeling. Takes physically modelable objects and applies forces to them. More...
 
class  LinearJitterForce
 
class  LinearNoiseForce
 Repeating noise force vector. More...
 
class  LinearRandomForce
 Pure virtual, parent to noiseForce and jitterForce. More...
 
class  LinearSinkForce
 Attractor force. Think black hole. More...
 
class  LinearSourceForce
 Repellant force. More...
 
class  LinearUserDefinedForce
 a programmable force that takes an evaluator fn. More...
 
class  LinearVectorForce
 Simple directed vector force. Suitable for gravity, non-turbulent wind, etc... More...
 
class  LineEmitter
 Describes a linear region in which particles are generated. More...
 
class  LineParticleRenderer
 
class  ParticleSystem
 Contains and manages a particle system. More...
 
class  ParticleSystemManager
 Manages a set of individual ParticleSystem objects, so that each individual one doesn't have to be updated and rendered every frame See Also : particleSystemManager.cxx. More...
 
class  Physical
 Defines a set of physically modeled attributes. If you want physics applied to your class, derive it from this. More...
 
class  PhysicalNode
 
class  PhysicsCollisionHandler
 A specialized kind of CollisionHandler that simply pushes back on things that attempt to move into solid walls. This also puts forces onto the physics objects. More...
 
class  PhysicsManager
 Physics don't get much higher-level than this. Attach as many Physicals (particle systems, etc..) as you want, pick an integrator and go. More...
 
class  PhysicsObject
 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. More...
 
class  PhysicsObjectCollection
 This is a set of zero or more PhysicsObjects. It's handy for returning from functions that need to return multiple PhysicsObjects. More...
 
class  PointEmitter
 Describes a planar ring region in which particles are generated. More...
 
class  PointParticleFactory
 
class  PointParticleRenderer
 
class  RectangleEmitter
 Describes a planar square region in which particles are generated. More...
 
class  RingEmitter
 
class  SparkleParticleRenderer
 pretty sparkly things. More...
 
class  SphereSurfaceEmitter
 Describes a curved space in which particles are generated. More...
 
class  SphereVolumeEmitter
 Describes a voluminous spherical region in which particles are generated. More...
 
class  SpriteAnim
 Helper class used by SpriteParticleRenderer to keep track of its textures and their respective UVs and source types. More...
 
class  SpriteParticleRenderer
 Renders a particle system with high-speed nasty trick sprites. More...
 
class  TangentRingEmitter
 Describes a planar ring region in which tangent particles are generated, and particles fly off tangential to the ring. More...
 
class  ZSpinParticleFactory