open_toontown_panda3d/panda/src/physics/actorNode.cxx

117 lines
3.6 KiB
C++

// Filename: actorNode.cxx
// Created by: charles (07Aug00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "actorNode.h"
#include "config_physics.h"
#include "physicsObject.h"
#include <transformTransition.h>
TypeHandle ActorNode::_type_handle;
////////////////////////////////////////////////////////////////////
// Function : ActorNode
// Access : public
// Description : Constructor
////////////////////////////////////////////////////////////////////
ActorNode::
ActorNode(const string &name) :
PhysicalNode(name), _parent_arc(NULL) {
add_physical(new Physical(1, true));
_mass_center = get_physical(0)->get_phys_body();
_mass_center->set_active(true);
_ok_to_callback = true;
}
////////////////////////////////////////////////////////////////////
// Function : ActorNode
// Access : public
// Description : Copy Constructor. This does NOT copy the parent
// arc, but does deep copy the physical/physicsObject
////////////////////////////////////////////////////////////////////
ActorNode::
ActorNode(const ActorNode &copy) :
PhysicalNode(copy) {
_parent_arc = (RenderRelation *) NULL;
_ok_to_callback = true;
_mass_center = get_physical(0)->get_phys_body();
}
////////////////////////////////////////////////////////////////////
// Function : ~ActorNode
// Access : public
// Description : destructor
////////////////////////////////////////////////////////////////////
ActorNode::
~ActorNode(void) {
}
////////////////////////////////////////////////////////////////////
// Function : update_arc
// Access : public
// Description : this populates the parent arc with the transform
// generated by the contained Physical, moving the
// node and subsequent geometry.
////////////////////////////////////////////////////////////////////
void ActorNode::
update_arc(void) {
nassertv(_parent_arc != (RenderRelation *) NULL);
LMatrix4f lcs = _mass_center->get_lcs();
// lock the callback so that this doesn't call transform_changed.
_ok_to_callback = false;
_parent_arc->set_transition(new TransformTransition(lcs));
_ok_to_callback = true;
}
////////////////////////////////////////////////////////////////////
// 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.
////////////////////////////////////////////////////////////////////
void ActorNode::
transform_changed(NodeRelation *arc) {
// this callback could be triggered by update_arc, BAD.
if (_ok_to_callback == false)
return;
TransformTransition *tt;
// get the transition
tt = (TransformTransition *)
arc->get_transition(TransformTransition::get_class_type());
// extract the position
LPoint3f pos;
tt->get_matrix().get_row3(pos,3);
// extract the orientation
if (_mass_center->get_oriented() == true) {
LOrientationf orientation(tt->get_matrix());
_mass_center->set_orientation(orientation);
}
// apply
_mass_center->set_position(pos);
}