historical/toontown-classic.git/panda/include/collisionHandlerGravity.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 collisionHandlerGravity.I
* @author drose
* @date 2002-03-16
*/
/**
* Sets the linear offset to add to (or subtract from) the highest detected
* collision point to determine the actual height at which to set the
* collider.
*/
INLINE void CollisionHandlerGravity::
set_offset(PN_stdfloat offset) {
_offset = offset;
}
/**
* Returns the linear offset to add to (or subtract from) the highest detected
* collision point to determine the actual height at which to set the
* collider.
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_offset() const {
return _offset;
}
/**
* Sets the reach to add to (or subtract from) the highest collision point
*/
INLINE void CollisionHandlerGravity::
set_reach(PN_stdfloat reach) {
_reach = reach;
}
/**
* Returns the reach to add to (or subtract from) the highest collision point
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_reach() const {
return _reach;
}
/**
* Return the height of the object from the ground.
*
* The object might not necessarily be at rest. Use is_on_ground() if you
* want to know whether the object is on the ground and at rest.
*
* See Also: is_in_outer_space()
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_airborne_height() const {
return _airborne_height;
}
/**
* Is the object at rest?
*/
INLINE bool CollisionHandlerGravity::
is_on_ground() const {
// Testing for 0.0f here is not as foolhardy as it may appear. The
// handle_entries() function will set these values to 0.0f if they are
// within a threshold.
return get_airborne_height() == 0.0f && _current_velocity == 0.0f;
}
/**
* How hard did the object hit the ground. This value is set on impact with
* the ground. You may want to watch (poll) on is_on_groun() and when that is
* true, call get_impact_velocity(). Normally I avoid polling, but we are
* calling is_on_ground() frequently anyway.
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_impact_velocity() const {
return _impact_velocity;
}
/**
*
*/
INLINE const LVector3 &CollisionHandlerGravity::
get_contact_normal() const {
return _contact_normal;
}
/**
* Adds the sepcified amount to the current velocity. This is mostly here
* allow this common operation to be faster for scripting, but it's also more
* concise even in cpp.
*/
INLINE void CollisionHandlerGravity::
add_velocity(PN_stdfloat velocity) {
_current_velocity += velocity;
}
/**
* Sets the current vertical velocity.
*/
INLINE void CollisionHandlerGravity::
set_velocity(PN_stdfloat velocity) {
_current_velocity = velocity;
}
/**
* Gets the current vertical velocity.
*
* Generally, negative values mean the object is in free fall; while postive
* values mean the object has vertical thrust.
*
* A zero value does not necessarily mean the object on the ground, it may
* also be weightless and/or at the apex of its jump.
*
* See Also: is_on_ground() and get_gravity()
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_velocity() const {
return _current_velocity;
}
/**
* Sets the linear gravity force (always plumb).
*/
INLINE void CollisionHandlerGravity::
set_gravity(PN_stdfloat gravity) {
_gravity = gravity;
}
/**
* Gets the linear gravity force (always plumb).
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_gravity() const {
return _gravity;
}
/**
* Sets the maximum speed at which the object will be allowed to descend
* towards a floor below it, in units per second. Set this to zero to allow
* it to instantly teleport any distance.
*/
INLINE void CollisionHandlerGravity::
set_max_velocity(PN_stdfloat max_velocity) {
_max_velocity = max_velocity;
}
/**
* Retrieves the maximum speed at which the object will be allowed to descend
* towards a floor below it, in units per second. See set_max_velocity().
*/
INLINE PN_stdfloat CollisionHandlerGravity::
get_max_velocity() const {
return _max_velocity;
}
/**
* Enables old behavior required by Toontown (Sellbot Factory lava room is
* good test case, lava and conveyor belt specifically). Behavior is to throw
* enter/exit events only for floor that the toon is in contact with
*/
INLINE void CollisionHandlerGravity::
set_legacy_mode(bool legacy_mode) {
_legacy_mode = legacy_mode;
}
/**
* returns true if legacy mode is enabled
*/
INLINE bool CollisionHandlerGravity::
get_legacy_mode() const {
return _legacy_mode;
}