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

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...

Inheritance diagram for LinearControlForce:
LinearForce BaseForce TypedReferenceCount TypedObject ReferenceCount MemoryBase MemoryBase

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 (float a)
 
 setMassDependent (bool m)
 
 setVectorMasks (bool x, bool y, bool z)
 
 write (Ostream out, unsigned int indent)
 Write a string representation of this instance to <out>. More...
 
- 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 ()
 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...
 

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 ()
 

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