historical/toontown-classic.git/panda/include/collisionNode.h

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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 collisionNode.h
* @author drose
* @date 2002-03-16
*/
#ifndef COLLISIONNODE_H
#define COLLISIONNODE_H
#include "pandabase.h"
#include "collisionSolid.h"
#include "collideMask.h"
#include "pandaNode.h"
/**
* A node in the scene graph that can hold any number of CollisionSolids.
* This may either represent a bit of static geometry in the scene that things
* will collide with, or an animated object twirling around in the world and
* running into things.
*/
class EXPCL_PANDA_COLLIDE CollisionNode : public PandaNode {
PUBLISHED:
explicit CollisionNode(const std::string &name);
protected:
CollisionNode(const CollisionNode &copy);
public:
virtual ~CollisionNode();
virtual PandaNode *make_copy() const;
virtual bool preserve_name() const;
virtual void xform(const LMatrix4 &mat);
virtual PandaNode *combine_with(PandaNode *other);
virtual CollideMask get_legal_collide_mask() const;
virtual bool cull_callback(CullTraverser *trav, CullTraverserData &data);
virtual bool is_renderable() const;
virtual bool is_collision_node() const;
virtual void output(std::ostream &out) const;
PUBLISHED:
INLINE void set_collide_mask(CollideMask mask);
void set_from_collide_mask(CollideMask mask);
INLINE void set_into_collide_mask(CollideMask mask);
INLINE CollideMask get_from_collide_mask() const;
INLINE CollideMask get_into_collide_mask() const;
MAKE_PROPERTY(from_collide_mask, get_from_collide_mask,
set_from_collide_mask);
MAKE_PROPERTY(into_collide_mask, get_into_collide_mask,
set_into_collide_mask);
INLINE void clear_solids();
INLINE size_t get_num_solids() const;
INLINE CPT(CollisionSolid) get_solid(size_t n) const;
MAKE_SEQ(get_solids, get_num_solids, get_solid);
INLINE PT(CollisionSolid) modify_solid(size_t n);
INLINE void set_solid(size_t n, CollisionSolid *solid);
INLINE void insert_solid(size_t n, const CollisionSolid *solid);
INLINE void remove_solid(size_t n);
INLINE size_t add_solid(const CollisionSolid *solid);
MAKE_SEQ_PROPERTY(solids, get_num_solids, get_solid, set_solid, remove_solid, insert_solid);
INLINE int get_collider_sort() const;
INLINE void set_collider_sort(int sort);
MAKE_PROPERTY(collider_sort, get_collider_sort, set_collider_sort);
INLINE static CollideMask get_default_collide_mask();
MAKE_PROPERTY(default_collide_mask, get_default_collide_mask);
protected:
virtual void compute_internal_bounds(CPT(BoundingVolume) &internal_bounds,
int &internal_vertices,
int pipeline_stage,
Thread *current_thread) const;
private:
CPT(RenderState) get_last_pos_state();
// This data is not cycled, for now. We assume the collision traversal will
// take place in App only. Perhaps we will revisit this later.
CollideMask _from_collide_mask;
int _collider_sort;
typedef pvector< COWPT(CollisionSolid) > Solids;
Solids _solids;
friend class CollisionTraverser;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
PandaNode::init_type();
register_type(_type_handle, "CollisionNode",
PandaNode::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 "collisionNode.I"
#endif