open_toontown_panda3d/panda/src/physics/actorNode.cxx

150 lines
4.8 KiB
C++

// Filename: actorNode.cxx
// 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."
//
////////////////////////////////////////////////////////////////////
#include "actorNode.h"
#include "config_physics.h"
#include "physicsObject.h"
#include "transformState.h"
TypeHandle ActorNode::_type_handle;
////////////////////////////////////////////////////////////////////
// Function : ActorNode
// Access : public
// Description : Constructor
////////////////////////////////////////////////////////////////////
ActorNode::
ActorNode(const string &name) :
PhysicalNode(name) {
_contact_vector = LVector3::zero();
add_physical(new Physical(1, true));
_mass_center = get_physical(0)->get_phys_body();
_mass_center->set_active(true);
#ifndef NDEBUG
_mass_center->set_name(name);
#endif
_ok_to_callback = true;
_transform_limit = 0.0;
}
////////////////////////////////////////////////////////////////////
// Function : ActorNode
// Access : public
// Description : Copy Constructor.
////////////////////////////////////////////////////////////////////
ActorNode::
ActorNode(const ActorNode &copy) :
PhysicalNode(copy) {
_contact_vector = LVector3::zero();
_ok_to_callback = true;
_mass_center = get_physical(0)->get_phys_body();
_transform_limit = copy._transform_limit;
}
////////////////////////////////////////////////////////////////////
// Function : ~ActorNode
// Access : public
// Description : destructor
////////////////////////////////////////////////////////////////////
ActorNode::
~ActorNode() {
}
////////////////////////////////////////////////////////////////////
// Function : update_transform
// Access : public
// Description : this sets the transform generated by the contained
// Physical, moving the node and subsequent geometry.
// i.e. copy from PhysicsObject to PandaNode
////////////////////////////////////////////////////////////////////
void ActorNode::
update_transform() {
LMatrix4 lcs = _mass_center->get_lcs();
// lock the callback so that this doesn't call transform_changed.
_ok_to_callback = false;
set_transform(TransformState::make_mat(lcs));
_ok_to_callback = true;
}
////////////////////////////////////////////////////////////////////
// Function : test_transform
// Access : private
// Description : this tests the transform to make sure it's within
// the specified limits. It's done so we can assert
// to see when an invalid transform is being applied.
////////////////////////////////////////////////////////////////////
void ActorNode::
test_transform(const TransformState *ts) const {
LPoint3 pos(ts->get_pos());
nassertv(pos[0] < _transform_limit);
nassertv(pos[0] > -_transform_limit);
nassertv(pos[1] < _transform_limit);
nassertv(pos[1] > -_transform_limit);
nassertv(pos[2] < _transform_limit);
nassertv(pos[2] > -_transform_limit);
}
////////////////////////////////////////////////////////////////////
// Function : transform_changed
// Access : private, virtual
// Description : node hook. This function handles outside
// (non-physics) actions on the actor
// and updates the internal representation of the node.
// i.e. copy from PandaNode to PhysicsObject
////////////////////////////////////////////////////////////////////
void ActorNode::
transform_changed() {
PandaNode::transform_changed();
// this callback could be triggered by update_transform, BAD.
if (!_ok_to_callback) {
return;
}
// get the transform
CPT(TransformState) transform = get_transform();
if (_transform_limit > 0.0) {
test_transform(transform);
}
// extract the orientation
if (_mass_center->get_oriented() == true) {
_mass_center->set_orientation(transform->get_quat());
}
// apply
_mass_center->set_position(transform->get_pos());
}
////////////////////////////////////////////////////////////////////
// Function : write
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void ActorNode::
write(ostream &out, unsigned int indent) const {
#ifndef NDEBUG //[
out.width(indent); out<<""; out<<"ActorNode:\n";
out.width(indent+2); out<<""; out<<"_ok_to_callback "<<_ok_to_callback<<"\n";
out.width(indent+2); out<<""; out<<"_mass_center\n";
_mass_center->write(out, indent+4);
PhysicalNode::write(out, indent+2);
#endif //] NDEBUG
}