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@@ -74,9 +74,12 @@ PUBLISHED:
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INLINE float get_viscosity() const;
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INLINE float get_viscosity() const;
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virtual void output(ostream &out = cout) const;
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virtual void output(ostream &out = cout) const;
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- virtual void write_physics_objects(ostream &out = cout, unsigned int indent=0) const;
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- virtual void write_linear_forces(ostream &out = cout, unsigned int indent=0) const;
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- virtual void write_angular_forces(ostream &out = cout, unsigned int indent=0) const;
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+ virtual void write_physics_objects(
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+ ostream &out = cout, unsigned int indent=0) const;
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+ virtual void write_linear_forces(
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+ ostream &out = cout, unsigned int indent=0) const;
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+ virtual void write_angular_forces(
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+ ostream &out = cout, unsigned int indent=0) const;
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virtual void write(ostream &out = cout, unsigned int indent=0) const;
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virtual void write(ostream &out = cout, unsigned int indent=0) const;
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public:
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public:
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@@ -96,7 +99,7 @@ protected:
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// this pointer exists to make life easy. If a physical exists
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// this pointer exists to make life easy. If a physical exists
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// with only one element (i.e. NOT a particle system or set-physical),
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// with only one element (i.e. NOT a particle system or set-physical),
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- // then this pointer points at the only physicsobject. The object
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+ // then this pointer points at the only PhysicsObject. The object
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// is still of course contained in the _physics_objects vector, but
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// is still of course contained in the _physics_objects vector, but
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// this is kind of a quicker way there.
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// this is kind of a quicker way there.
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PhysicsObject *_phys_body;
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PhysicsObject *_phys_body;
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