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panda/src/physics/actorNode.h

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00001 // Filename: actorNode.h
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 #ifndef ACTORNODE_H
00020 #define ACTORNODE_H
00021 
00022 #include "pandabase.h"
00023 #include "physicalNode.h"
00024 
00025 ////////////////////////////////////////////////////////////////////
00026 //       Class : ActorNode
00027 // Description : Like a physical node, but with a little more.  The
00028 //               actornode assumes responsibility for its own
00029 //               transform, and changes in its own PhysicsObject will
00030 //               be reflected as transforms.  This relation goes both
00031 //               ways; changes in the transform will update the
00032 //               object's position (shoves).
00033 ////////////////////////////////////////////////////////////////////
00034 class EXPCL_PANDAPHYSICS ActorNode : public PhysicalNode {
00035 private:
00036   // node hook if the client changes the node's transform.
00037   virtual void transform_changed();
00038 
00039   PhysicsObject *_mass_center;
00040 
00041   bool _ok_to_callback;
00042 
00043 public:
00044   ActorNode(const string &name = "");
00045   ActorNode(const ActorNode &copy);
00046   virtual ~ActorNode(void);
00047 
00048   // update the parent arc with PhysicsObject information
00049   void update_transform(void);
00050 
00051 public:
00052   static TypeHandle get_class_type(void) {
00053     return _type_handle;
00054   }
00055   static void init_type(void) {
00056     PhysicalNode::init_type();
00057     register_type(_type_handle, "ActorNode",
00058                   PhysicalNode::get_class_type());
00059   }
00060   virtual TypeHandle get_type(void) const {
00061     return get_class_type();
00062   }
00063   virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
00064 
00065 private:
00066   static TypeHandle _type_handle;
00067 
00068 };
00069 
00070 #include "actorNode.I"
00071 
00072 #endif // ACTORNODE_H

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