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panda/src/physics/actorNode.cxx

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00001 // Filename: actorNode.cxx
00002 // Created by:  charles (07Aug00)
00003 //
00004 ////////////////////////////////////////////////////////////////////
00005 //
00006 // PANDA 3D SOFTWARE
00007 // Copyright (c) 2001, Disney Enterprises, Inc.  All rights reserved
00008 //
00009 // All use of this software is subject to the terms of the Panda 3d
00010 // Software license.  You should have received a copy of this license
00011 // along with this source code; you will also find a current copy of
00012 // the license at http://www.panda3d.org/license.txt .
00013 //
00014 // To contact the maintainers of this program write to
00015 // panda3d@yahoogroups.com .
00016 //
00017 ////////////////////////////////////////////////////////////////////
00018 
00019 #include "actorNode.h"
00020 #include "config_physics.h"
00021 #include "physicsObject.h"
00022 
00023 #include "transformState.h"
00024 
00025 TypeHandle ActorNode::_type_handle;
00026 
00027 ////////////////////////////////////////////////////////////////////
00028 //     Function : ActorNode
00029 //       Access : public
00030 //  Description : Constructor
00031 ////////////////////////////////////////////////////////////////////
00032 ActorNode::
00033 ActorNode(const string &name) :
00034   PhysicalNode(name) {
00035   add_physical(new Physical(1, true));
00036   _mass_center = get_physical(0)->get_phys_body();
00037   _mass_center->set_active(true);
00038   _ok_to_callback = true;
00039 }
00040 
00041 ////////////////////////////////////////////////////////////////////
00042 //     Function : ActorNode
00043 //       Access : public
00044 //  Description : Copy Constructor.
00045 ////////////////////////////////////////////////////////////////////
00046 ActorNode::
00047 ActorNode(const ActorNode &copy) :
00048   PhysicalNode(copy) {
00049   _ok_to_callback = true;
00050   _mass_center = get_physical(0)->get_phys_body();
00051 }
00052 
00053 ////////////////////////////////////////////////////////////////////
00054 //     Function : ~ActorNode
00055 //       Access : public
00056 //  Description : destructor
00057 ////////////////////////////////////////////////////////////////////
00058 ActorNode::
00059 ~ActorNode(void) {
00060 }
00061 
00062 ////////////////////////////////////////////////////////////////////
00063 //     Function : update_transform
00064 //       Access : public
00065 //  Description : this sets the transform generated by the contained
00066 //                Physical, moving the node and subsequent geometry.
00067 ////////////////////////////////////////////////////////////////////
00068 void ActorNode::
00069 update_transform(void) {
00070   LMatrix4f lcs = _mass_center->get_lcs();
00071 
00072   // lock the callback so that this doesn't call transform_changed.
00073   _ok_to_callback = false;
00074   set_transform(TransformState::make_mat(lcs));
00075   _ok_to_callback = true;
00076 }
00077 
00078 ////////////////////////////////////////////////////////////////////
00079 //     Function : transform_changed
00080 //       Access : private, virtual
00081 //  Description : node hook.  This function handles outside
00082 //                (non-physics) actions on the actor
00083 //                and updates the internal representation of the node.
00084 ////////////////////////////////////////////////////////////////////
00085 void ActorNode::
00086 transform_changed() {
00087   // this callback could be triggered by update_transform, BAD.
00088   if (_ok_to_callback == false)
00089     return;
00090 
00091   // get the transform
00092   CPT(TransformState) transform = get_transform();
00093 
00094   // extract the position
00095 
00096   LPoint3f pos;
00097   transform->get_mat().get_row3(pos,3);
00098 
00099   // extract the orientation
00100   if (_mass_center->get_oriented() == true) {
00101     LOrientationf orientation(transform->get_mat());
00102     _mass_center->set_orientation(orientation);
00103   }
00104 
00105   // apply
00106   _mass_center->set_position(pos);
00107 }

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