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 ©); 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