150 lines
4.8 KiB
C++
150 lines
4.8 KiB
C++
// Filename: actorNode.cxx
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// Created by: charles (07Aug00)
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//
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////////////////////////////////////////////////////////////////////
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//
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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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////////////////////////////////////////////////////////////////////
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#include "actorNode.h"
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#include "config_physics.h"
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#include "physicsObject.h"
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#include "transformState.h"
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TypeHandle ActorNode::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function : ActorNode
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// Access : public
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// Description : Constructor
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////////////////////////////////////////////////////////////////////
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ActorNode::
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ActorNode(const string &name) :
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PhysicalNode(name) {
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_contact_vector = LVector3::zero();
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add_physical(new Physical(1, true));
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_mass_center = get_physical(0)->get_phys_body();
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_mass_center->set_active(true);
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#ifndef NDEBUG
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_mass_center->set_name(name);
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#endif
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_ok_to_callback = true;
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_transform_limit = 0.0;
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}
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////////////////////////////////////////////////////////////////////
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// Function : ActorNode
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// Access : public
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// Description : Copy Constructor.
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////////////////////////////////////////////////////////////////////
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ActorNode::
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ActorNode(const ActorNode ©) :
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PhysicalNode(copy) {
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_contact_vector = LVector3::zero();
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_ok_to_callback = true;
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_mass_center = get_physical(0)->get_phys_body();
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_transform_limit = copy._transform_limit;
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}
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////////////////////////////////////////////////////////////////////
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// Function : ~ActorNode
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// Access : public
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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ActorNode::
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~ActorNode() {
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}
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////////////////////////////////////////////////////////////////////
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// Function : update_transform
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// Access : public
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// Description : this sets the transform generated by the contained
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// Physical, moving the node and subsequent geometry.
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// i.e. copy from PhysicsObject to PandaNode
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////////////////////////////////////////////////////////////////////
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void ActorNode::
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update_transform() {
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LMatrix4 lcs = _mass_center->get_lcs();
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// lock the callback so that this doesn't call transform_changed.
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_ok_to_callback = false;
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set_transform(TransformState::make_mat(lcs));
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_ok_to_callback = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function : test_transform
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// Access : private
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// Description : this tests the transform to make sure it's within
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// the specified limits. It's done so we can assert
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// to see when an invalid transform is being applied.
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////////////////////////////////////////////////////////////////////
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void ActorNode::
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test_transform(const TransformState *ts) const {
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LPoint3 pos(ts->get_pos());
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nassertv(pos[0] < _transform_limit);
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nassertv(pos[0] > -_transform_limit);
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nassertv(pos[1] < _transform_limit);
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nassertv(pos[1] > -_transform_limit);
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nassertv(pos[2] < _transform_limit);
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nassertv(pos[2] > -_transform_limit);
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}
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////////////////////////////////////////////////////////////////////
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// Function : transform_changed
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// Access : private, virtual
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// Description : node hook. This function handles outside
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// (non-physics) actions on the actor
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// and updates the internal representation of the node.
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// i.e. copy from PandaNode to PhysicsObject
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////////////////////////////////////////////////////////////////////
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void ActorNode::
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transform_changed() {
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PandaNode::transform_changed();
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// this callback could be triggered by update_transform, BAD.
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if (!_ok_to_callback) {
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return;
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}
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// get the transform
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CPT(TransformState) transform = get_transform();
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if (_transform_limit > 0.0) {
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test_transform(transform);
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}
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// extract the orientation
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if (_mass_center->get_oriented() == true) {
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_mass_center->set_orientation(transform->get_quat());
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}
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// apply
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_mass_center->set_position(transform->get_pos());
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}
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////////////////////////////////////////////////////////////////////
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// Function : write
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// Access : Public
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// Description : Write a string representation of this instance to
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// <out>.
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////////////////////////////////////////////////////////////////////
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void ActorNode::
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write(ostream &out, unsigned int indent) const {
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#ifndef NDEBUG //[
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out.width(indent); out<<""; out<<"ActorNode:\n";
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out.width(indent+2); out<<""; out<<"_ok_to_callback "<<_ok_to_callback<<"\n";
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out.width(indent+2); out<<""; out<<"_mass_center\n";
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_mass_center->write(out, indent+4);
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PhysicalNode::write(out, indent+2);
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#endif //] NDEBUG
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}
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