// Filename: actorNode.h // Created by: charles (07Aug00) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// #ifndef ACTORNODE_H #define ACTORNODE_H #include "pandabase.h" #include "physicalNode.h" //////////////////////////////////////////////////////////////////// // Class : ActorNode // Description : 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_PANDAPHYSICS ActorNode : public PhysicalNode { PUBLISHED: ActorNode(const string &name = ""); ActorNode(const ActorNode ©); virtual ~ActorNode(); PhysicsObject *get_physics_object() { return _mass_center; } void set_contact_vector(const LVector3f &contact_vector); const LVector3f &get_contact_vector() const; // update the parent scene graph node with PhysicsObject information // i.e. copy from PhysicsObject to PandaNode void update_transform(); virtual void write(ostream &out, unsigned int indent=0) const; private: PhysicsObject *_mass_center; LVector3f _contact_vector; bool _ok_to_callback; // node hook if the client changes the node's transform. // i.e. copy from PandaNode to PhysicsObject virtual void transform_changed(); 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