// Filename: actorNode.h
// Created by:  charles (07Aug00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////

#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();
  
  void set_transform_limit(float limit) { _transform_limit = limit; };
  virtual void write(ostream &out, unsigned int indent=0) const;

private:
  PhysicsObject *_mass_center;
  LVector3f _contact_vector;
  bool _ok_to_callback;
  float _transform_limit;

  // node hook if the client changes the node's transform.
  // i.e. copy from PandaNode to PhysicsObject
  virtual void transform_changed();
  void test_transform(const TransformState *ts) const;

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
