Defines a set of physically modeled attributes. If you want physics applied to your class, derive it from this.
More...
|
| __init__ (const Physical copy) |
| copy constructor (note- does deep copy of pn's) but does NOT attach itself to its template's physicsmanager. More...
|
|
| __init__ (int total_objects, bool pre_alloc) |
| Default Constructor. More...
|
|
| addAngularForce (AngularForce f) |
| Adds an angular force to the force list. More...
|
|
| addLinearForce (LinearForce f) |
| Adds a linear force to the force list. More...
|
|
| addPhysicsObject (PhysicsObject po) |
| Adds an object to the physics object vector. More...
|
|
| clearAngularForces () |
| Erases the angular force list. More...
|
|
| clearLinearForces () |
| Erases the linear force list. More...
|
|
| clearPhysicsObjects () |
| Erases the object list. More...
|
|
AngularForce | getAngularForce (int index) |
|
list | getAngularForces () |
|
LinearForce | getLinearForce (int index) |
|
list | getLinearForces () |
|
int | getNumAngularForces () |
|
int | getNumLinearForces () |
|
const PhysicsObjectCollection | getObjects () |
|
PhysicsObject | getPhysBody () |
|
PhysicalNode | getPhysicalNode () |
|
NodePath | getPhysicalNodePath () |
|
PhysicsManager | getPhysicsManager () |
|
float | getViscosity () |
| Get the local viscosity. More...
|
|
| output (Ostream out) |
| Write a string representation of this instance to <out>. More...
|
|
| removeAngularForce (AngularForce f) |
| removes an angular force from the force list More...
|
|
| removeLinearForce (LinearForce f) |
| removes a linear force from the force list More...
|
|
| setViscosity (float viscosity) |
| Set the local viscosity. More...
|
|
| write (Ostream out, unsigned int indent) |
| Write a string representation of this instance to <out>. More...
|
|
| writeAngularForces (Ostream out, unsigned int indent) |
| Write a string representation of this instance to <out>. More...
|
|
| writeLinearForces (Ostream out, unsigned int indent) |
| Write a string representation of this instance to <out>. More...
|
|
| writePhysicsObjects (Ostream out, unsigned int indent) |
| Write a string representation of this instance to <out>. More...
|
|
Public Member Functions inherited from TypedObject |
TypeHandle | getType () |
| Derived classes should override this function to return get_class_type(). More...
|
|
int | getTypeIndex () |
| 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(). 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. 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. More...
|
|
bool | testRefCountIntegrity () |
| Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise. More...
|
|
bool | testRefCountNonzero () |
| Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise. More...
|
|
bool | unref () |
| 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.) However, see the helper function unref_delete(). More...
|
|
Defines a set of physically modeled attributes. If you want physics applied to your class, derive it from this.
__init__ |
( |
int |
total_objects, |
|
|
bool |
pre_alloc |
|
) |
| |
Default Constructor.
The idea here is that most physicals will NOT be collections of sets (i.e. particle systems and whatever else). Because of this, the default constructor, unless otherwise specified, will automatically allocate and initialize one PhysicalObject. This makes it easier for high-level work.
pre-alloc is ONLY for multiple-object physicals, and if true, fills the physics_object vector with dead nodes, pre-allocating for the speed end of the speed-vs-overhead deal.