117 lines
3.6 KiB
C++
117 lines
3.6 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) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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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 <transformTransition.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), _parent_arc(NULL) {
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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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_ok_to_callback = true;
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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. This does NOT copy the parent
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// arc, but does deep copy the physical/physicsObject
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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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_parent_arc = (RenderRelation *) NULL;
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_ok_to_callback = true;
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_mass_center = get_physical(0)->get_phys_body();
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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(void) {
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}
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////////////////////////////////////////////////////////////////////
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// Function : update_arc
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// Access : public
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// Description : this populates the parent arc with the transform
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// generated by the contained Physical, moving the
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// node and subsequent geometry.
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////////////////////////////////////////////////////////////////////
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void ActorNode::
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update_arc(void) {
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nassertv(_parent_arc != (RenderRelation *) NULL);
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LMatrix4f 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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_parent_arc->set_transition(new TransformTransition(lcs));
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_ok_to_callback = true;
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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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////////////////////////////////////////////////////////////////////
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void ActorNode::
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transform_changed(NodeRelation *arc) {
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// this callback could be triggered by update_arc, BAD.
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if (_ok_to_callback == false)
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return;
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TransformTransition *tt;
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// get the transition
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tt = (TransformTransition *)
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arc->get_transition(TransformTransition::get_class_type());
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// extract the position
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LPoint3f pos;
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tt->get_matrix().get_row3(pos,3);
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// extract the orientation
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if (_mass_center->get_oriented() == true) {
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LOrientationf orientation(tt->get_matrix());
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_mass_center->set_orientation(orientation);
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}
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// apply
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_mass_center->set_position(pos);
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}
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