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