historical/toontown-classic.git/panda/include/actorNode.h

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/**
* 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 &copy);
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