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.
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| __init__ () |
| Default Constructor. More...
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| __init__ (const PhysicsObject copy) |
| copy constructor More...
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| addImpact (const LPoint3 offset_from_center_of_mass, const LVector3 impulse) |
| 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. More...
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| addImpulse (const LVector3 impulse) |
| 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. More...
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| addLocalImpact (const LPoint3 offset_from_center_of_mass, const LVector3 impulse) |
| 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. More...
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| addLocalImpulse (const LVector3 impulse) |
| 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. More...
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| addLocalTorque (const LRotation torque) |
| 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. More...
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| addTorque (const LRotation torque) |
| 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. More...
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bool | getActive () |
| Process Flag Query. More...
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LVector3 | getImplicitVelocity () |
| Velocity Query over the last dt. More...
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LMatrix4 | getInertialTensor () |
| returns a transform matrix that represents the object's willingness to be forced. More...
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LPoint3 | getLastPosition () |
| Get the position of the physics object at the start of the most recent do_physics. More...
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LMatrix4 | getLcs () |
| returns a transform matrix to this object's local coordinate system. More...
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float | getMass () |
| Get the mass in slugs (or kilograms). More...
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str | getName () |
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LOrientation | getOrientation () |
| get current orientation. More...
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bool | getOriented () |
| See set_oriented(). More...
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LPoint3 | getPosition () |
| Position Query. More...
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LRotation | getRotation () |
| get rotation per second. More...
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float | getTerminalVelocity () |
| tv query More...
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LVector3 | getVelocity () |
| Velocity Query per second. More...
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PhysicsObject | makeCopy () |
| dynamic copy. More...
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PhysicsObject | operator= (const PhysicsObject other) |
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| output (Ostream out) |
| Write a string representation of this instance to <out>. More...
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| resetOrientation (const LOrientation orientation) |
| set the orientation while clearing the rotation velocity. More...
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| resetPosition (const LPoint3 pos) |
| use this to place an object in a completely new position, that has nothing to do with its last position. More...
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| setActive (bool flag) |
| Process Flag assignment. More...
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| setLastPosition (const LPoint3 pos) |
| Last position assignment. More...
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| setMass (float) |
| Set the mass in slugs (or kilograms). More...
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| setName (str name) |
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| setOrientation (const LOrientation orientation) |
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| setOriented (bool flag) |
| Set flag to determine whether this object should do any rotation or orientation calculations. Optimization. More...
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| setPosition (const LPoint3 pos) |
| Vector position assignment. This is also used as the center of mass. More...
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| setPosition (float x, float y, float z) |
| Piecewise position assignment. More...
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| setRotation (const LRotation rotation) |
| set rotation as a quaternion delta per second. More...
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| setTerminalVelocity (float tv) |
| tv assignment More...
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| setVelocity (const LVector3 vel) |
| Vector velocity assignment. More...
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| setVelocity (float x, float y, float z) |
| Piecewise velocity assignment. More...
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| write (Ostream out, unsigned int indent) |
| Write a string representation of this instance to <out>. More...
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Public Member Functions inherited from TypedObject |
TypeHandle | getType () |
| Derived classes should override this function to return get_class_type(). More...
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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...
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bool | isExactType (TypeHandle handle) |
| Returns true if the current object is the indicated type exactly. More...
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bool | isOfType (TypeHandle handle) |
| Returns true if the current object is or derives from the indicated type. More...
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Public Member Functions inherited from ReferenceCount |
int | getRefCount () |
| Returns the current reference count. More...
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| 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...
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bool | testRefCountIntegrity () |
| Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise. More...
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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...
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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...
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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.