open_toontown_panda3d/panda/src/physics/actorNode.h

82 lines
2.5 KiB
C++

// Filename: actorNode.h
// Created by: charles (07Aug00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#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 &copy);
virtual ~ActorNode();
PhysicsObject *get_physics_object() { return _mass_center; }
void set_contact_vector(const LVector3f &contact_vector);
const LVector3f &get_contact_vector() const;
// update the parent scene graph node with PhysicsObject information
// i.e. copy from PhysicsObject to PandaNode
void update_transform();
virtual void write(ostream &out, unsigned int indent=0) const;
private:
PhysicsObject *_mass_center;
LVector3f _contact_vector;
bool _ok_to_callback;
// node hook if the client changes the node's transform.
// i.e. copy from PandaNode to PhysicsObject
virtual void transform_changed();
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