open_toontown_panda3d/panda/src/physics/actorNode.h

66 lines
1.8 KiB
C++

// Filename: actorNode.h
// Created by: charles (07Aug00)
//
////////////////////////////////////////////////////////////////////
#ifndef ACTORNODE_H
#define ACTORNODE_H
#include <pandabase.h>
#include "physicalNode.h"
#include <renderRelation.h>
////////////////////////////////////////////////////////////////////
// Class : ActorNode
// Description : Like a physical node, but with a little more. The
// actornode assumes responsibility for its parent arc,
// and changes in its own PhysicsObject will be
// reflected as transforms in the arc. This relation
// goes both ways; changes in the arc will update the
// object's position (shoves).
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAPHYSICS ActorNode : public PhysicalNode {
private:
// node hook if the client changes the parent arc.
virtual void transform_changed(NodeRelation *arc);
RenderRelation *_parent_arc;
PhysicsObject *_mass_center;
bool _ok_to_callback;
public:
ActorNode(const string &name = "");
ActorNode(const ActorNode &copy);
virtual ~ActorNode(void);
// update the parent arc with PhysicsObject information
void update_arc(void);
INLINE void set_parent_arc(RenderRelation *arc);
INLINE RenderRelation *get_parent_arc(void) const;
public:
static TypeHandle get_class_type(void) {
return _type_handle;
}
static void init_type(void) {
PhysicalNode::init_type();
register_type(_type_handle, "ActorNode",
PhysicalNode::get_class_type());
}
virtual TypeHandle get_type(void) 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