#include <angularIntegrator.h>
Inheritance diagram for AngularIntegrator:
Public Member Functions | |
virtual | ~AngularIntegrator (void) |
destructor | |
void | integrate (Physical *physical, pvector< PointerTo< AngularForce > > &forces, float dt) |
high-level integration. | |
int | get_ref_count () const |
Returns the current reference count. | |
int | ref () const |
Explicitly increments the reference count. | |
int | unref () const |
Explicitly decrements the reference count. | |
void | test_ref_count_integrity () const |
Does some easy checks to make sure that the reference count isn't completely bogus. | |
Static Public Member Functions | |
TypeHandle | get_class_type () |
void | init_type () |
Protected Member Functions | |
AngularIntegrator (void) | |
constructor | |
const pvector< LMatrix4f > & | get_precomputed_linear_matrices (void) const |
const pvector< LMatrix4f > & | get_precomputed_angular_matrices (void) const |
void | precompute_linear_matrices (Physical *physical, const pvector< PointerTo< LinearForce > > &forces) |
effectively caches the xform matrices between the physical's node and every force acting on it so that each PhysicsObject in the set held by the Physical doesn't have to wrt. | |
void | precompute_angular_matrices (Physical *physical, const pvector< PointerTo< AngularForce > > &forces) |
effectively caches the xform matrices between the physical's node and every force acting on it so that each PhysicsObject in the set held by the Physical doesn't have to wrt. | |
Private Member Functions | |
virtual void | child_integrate (Physical *physical, pvector< PointerTo< AngularForce > > &forces, float dt)=0 |
Static Private Attributes | |
const float | _max_angular_dt |
Takes physically modelable objects and applies forces to them.
Definition at line 39 of file angularIntegrator.h.
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constructor
Definition at line 33 of file angularIntegrator.cxx. |
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destructor
Definition at line 45 of file angularIntegrator.cxx. References _max_angular_dt, and child_integrate(). |
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Implemented in AngularEulerIntegrator. Referenced by ~AngularIntegrator(). |
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Definition at line 40 of file baseIntegrator.I. Referenced by AngularEulerIntegrator::~AngularEulerIntegrator(). |
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Definition at line 29 of file baseIntegrator.I. References BaseIntegrator::_precomputed_angular_matrices, and INLINE. Referenced by LinearEulerIntegrator::~LinearEulerIntegrator(). |
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Returns the current reference count.
Definition at line 183 of file referenceCount.I. Referenced by RenderState::determine_bin_index(), RenderEffects::determine_show_bounds(), FontPool::ns_garbage_collect(), TexturePool::ns_garbage_collect(), MaterialPool::ns_get_material(), and TexturePool::ns_release_texture(). |
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high-level integration. API. Definition at line 57 of file angularIntegrator.cxx. |
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effectively caches the xform matrices between the physical's node and every force acting on it so that each PhysicsObject in the set held by the Physical doesn't have to wrt.
Definition at line 124 of file baseIntegrator.cxx. References BaseIntegrator::_precomputed_angular_matrices, NodePath::get_mat(), nassertv, and NULL. Referenced by AngularEulerIntegrator::~AngularEulerIntegrator(). |
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effectively caches the xform matrices between the physical's node and every force acting on it so that each PhysicsObject in the set held by the Physical doesn't have to wrt.
Definition at line 66 of file baseIntegrator.cxx. References BaseIntegrator::_precomputed_linear_matrices. Referenced by LinearEulerIntegrator::~LinearEulerIntegrator(). |
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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. This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it. The return value is the new reference count. Definition at line 225 of file referenceCount.I. Referenced by ClientDevice::ClientDevice(), EggGroupNode::find_textures(), EggGroupNode::r_apply_texmats(), EggGroupNode::r_flatten_transforms(), and EggGroupNode::reverse_vertex_ordering(). |
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Does some easy checks to make sure that the reference count isn't completely bogus.
Definition at line 328 of file referenceCount.I. References INLINE. Referenced by EggNode::determine_bin(), and ReferenceCount::~ReferenceCount(). |
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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; plus, we don't have a virtual destructor anyway.) However, see the helper function unref_delete(). 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. This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it. The return value is the new reference count. Definition at line 293 of file referenceCount.I. References INLINE. Referenced by RenderState::determine_bin_index(), and RenderEffects::determine_show_bounds(). |
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Initial value:
config_physics.GetFloat("default_max_angular_dt", 1.0f / 30.0f)
Definition at line 45 of file config_physics.cxx. Referenced by ~AngularIntegrator(). |