77 lines
2.1 KiB
C
77 lines
2.1 KiB
C
|
/**
|
||
|
* PANDA 3D SOFTWARE
|
||
|
* Copyright (c) Carnegie Mellon University. All rights reserved.
|
||
|
*
|
||
|
* All use of this software is subject to the terms of the revised BSD
|
||
|
* license. You should have received a copy of this license along
|
||
|
* with this source code in a file named "LICENSE."
|
||
|
*
|
||
|
* @file actorNode.h
|
||
|
* @author charles
|
||
|
* @date 2000-08-07
|
||
|
*/
|
||
|
|
||
|
#ifndef ACTORNODE_H
|
||
|
#define ACTORNODE_H
|
||
|
|
||
|
#include "pandabase.h"
|
||
|
#include "physicalNode.h"
|
||
|
|
||
|
/**
|
||
|
* Like a physical node, but with a little more. The actornode assumes
|
||
|
* responsibility for its own transform, and changes in its own PhysicsObject
|
||
|
* will be reflected as transforms. This relation goes both ways; changes in
|
||
|
* the transform will update the object's position (shoves).
|
||
|
*/
|
||
|
class EXPCL_PANDA_PHYSICS ActorNode : public PhysicalNode {
|
||
|
PUBLISHED:
|
||
|
explicit ActorNode(const std::string &name = "");
|
||
|
ActorNode(const ActorNode ©);
|
||
|
virtual ~ActorNode();
|
||
|
|
||
|
PhysicsObject *get_physics_object() { return _mass_center; }
|
||
|
|
||
|
void set_contact_vector(const LVector3 &contact_vector);
|
||
|
const LVector3 &get_contact_vector() const;
|
||
|
|
||
|
// update the parent scene graph node with PhysicsObject information i.e.
|
||
|
// copy from PhysicsObject to PandaNode
|
||
|
void update_transform();
|
||
|
|
||
|
void set_transform_limit(PN_stdfloat limit) { _transform_limit = limit; };
|
||
|
virtual void write(std::ostream &out, int indent=0) const;
|
||
|
|
||
|
private:
|
||
|
PhysicsObject *_mass_center;
|
||
|
LVector3 _contact_vector;
|
||
|
bool _ok_to_callback;
|
||
|
PN_stdfloat _transform_limit;
|
||
|
|
||
|
// node hook if the client changes the node's transform. i.e. copy from
|
||
|
// PandaNode to PhysicsObject
|
||
|
virtual void transform_changed();
|
||
|
void test_transform(const TransformState *ts) const;
|
||
|
|
||
|
public:
|
||
|
static TypeHandle get_class_type() {
|
||
|
return _type_handle;
|
||
|
}
|
||
|
static void init_type() {
|
||
|
PhysicalNode::init_type();
|
||
|
register_type(_type_handle, "ActorNode",
|
||
|
PhysicalNode::get_class_type());
|
||
|
}
|
||
|
virtual TypeHandle get_type() const {
|
||
|
return get_class_type();
|
||
|
}
|
||
|
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||
|
|
||
|
private:
|
||
|
static TypeHandle _type_handle;
|
||
|
|
||
|
};
|
||
|
|
||
|
#include "actorNode.I"
|
||
|
|
||
|
#endif // ACTORNODE_H
|