historical/toontown-classic.git/panda/include/bulletBodyNode.I

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/**
* 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."
*
* @file bulletBodyNode.I
* @author enn0x
* @date 2010-11-19
*/
/**
*
*/
INLINE BulletBodyNode::
~BulletBodyNode() {
if (_shape && (
_shape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE ||
_shape->getShapeType() == EMPTY_SHAPE_PROXYTYPE)) {
delete _shape;
}
}
/**
*
*/
INLINE void BulletBodyNode::
set_into_collide_mask(CollideMask mask) {
PandaNode::set_into_collide_mask(mask);
/*
TODO: we would need a handle to the BulletWorld first
possible, but has to be set/cleared upon attach/remove to world
if (!_world) return;
btBroadphaseProxy* proxy = get_object()->getBroadphaseHandle();
if (proxy) {
btBroadphaseInterface *broadphase = _world->get_broadphase();
btDispatcher *dispatcher = _world->get_dispatcher();
broadphase->getOverlappingPairCache()->cleanProxyFromPairs(proxy, dispatcher);
}
*/
}
/**
*
*/
INLINE void BulletBodyNode::
notify_collisions(bool value) {
set_collision_flag(btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK, value);
}
/**
*
*/
INLINE bool BulletBodyNode::
notifies_collisions() const {
return get_collision_flag(btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
}
/**
*
*/
INLINE void BulletBodyNode::
set_collision_response(bool value) {
set_collision_flag(btCollisionObject::CF_NO_CONTACT_RESPONSE, !value);
}
/**
*
*/
INLINE bool BulletBodyNode::
get_collision_response() const {
return !get_collision_flag(btCollisionObject::CF_NO_CONTACT_RESPONSE);
}
/**
*
*/
INLINE void BulletBodyNode::
set_static(bool value) {
set_collision_flag(btCollisionObject::CF_STATIC_OBJECT, value);
}
/**
*
*/
INLINE void BulletBodyNode::
set_kinematic(bool value) {
set_collision_flag(btCollisionObject::CF_KINEMATIC_OBJECT, value);
}
/**
* Enables or disables the debug visualisation for this collision object. By
* default the debug visualisation is enabled.
*/
INLINE void BulletBodyNode::
set_debug_enabled(const bool enabled) {
set_collision_flag(btCollisionObject::CF_DISABLE_VISUALIZE_OBJECT, !enabled);
}
/**
* Returns TRUE if the debug visualisation is enabled for this collision
* object, and FALSE if the debug visualisation is disabled.
*/
INLINE bool BulletBodyNode::
is_debug_enabled() const {
return !get_collision_flag(btCollisionObject::CF_DISABLE_VISUALIZE_OBJECT);
}