// Filename: actorNode.h // Created by: charles (07Aug00) // //////////////////////////////////////////////////////////////////// // // 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." // //////////////////////////////////////////////////////////////////// #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 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(ostream &out, unsigned 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