historical/toontown-classic.git/panda/include/collisionSolid.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 collisionSolid.I
* @author drose
* @date 2000-06-27
*/
/**
* Sets the current state of the 'tangible' flag. Set this true to make the
* solid tangible, so that a CollisionHandlerPusher will not allow another
* object to intersect it, or false to make it intangible, so that a
* CollisionHandlerPusher will ignore it except to throw an event.
*/
INLINE void CollisionSolid::
set_tangible(bool tangible) {
LightMutexHolder holder(_lock);
if (tangible) {
_flags |= F_tangible;
} else {
_flags &= ~F_tangible;
}
_flags |= F_viz_geom_stale;
}
/**
* Returns whether the solid is considered 'tangible' or not. An intangible
* solid has no effect in a CollisionHandlerPusher (except to throw an event);
* it's useful for defining 'trigger' planes and spheres, that cause an effect
* when passed through.
*/
INLINE bool CollisionSolid::
is_tangible() const {
LightMutexHolder holder(_lock);
return do_is_tangible();
}
/**
* Records a false normal for this CollisionSolid that will be reported by the
* collision system with all collisions into it, instead of its actual normal.
* This is useful as a workaround for the problem of an avatar wanting to
* stand on a sloping ground; by storing a false normal, the ground appears to
* be perfectly level, and the avatar does not tend to slide down it.
*/
INLINE void CollisionSolid::
set_effective_normal(const LVector3 &effective_normal) {
LightMutexHolder holder(_lock);
_effective_normal = effective_normal;
_flags |= F_effective_normal;
}
/**
* Removes the normal previously set by set_effective_normal().
*/
INLINE void CollisionSolid::
clear_effective_normal() {
LightMutexHolder holder(_lock);
_flags &= ~F_effective_normal;
}
/**
* Returns true if a special normal was set by set_effective_normal(), false
* otherwise.
*/
INLINE bool CollisionSolid::
has_effective_normal() const {
LightMutexHolder holder(_lock);
return do_has_effective_normal();
}
/**
* Returns the normal that was set by set_effective_normal(). It is an error
* to call this unless has_effective_normal() returns true.
*/
INLINE const LVector3 &CollisionSolid::
get_effective_normal() const {
LightMutexHolder holder(_lock);
nassertr(do_has_effective_normal(), LVector3::zero());
return _effective_normal;
}
/**
* This is only meaningful for CollisionSolids that will be added to a
* traverser as colliders. It is normally true, but if set false, it means
* that this particular solid does not care about the "effective" normal of
* other solids it meets, but rather always uses the true normal.
*/
INLINE void CollisionSolid::
set_respect_effective_normal(bool respect_effective_normal) {
LightMutexHolder holder(_lock);
// For historical reasons, the bit we store is the opposite of the bool flag
// we present.
if (respect_effective_normal) {
_flags &= ~F_ignore_effective_normal;
} else {
_flags |= F_ignore_effective_normal;
}
}
/**
* See set_respect_effective_normal().
*/
INLINE bool CollisionSolid::
get_respect_effective_normal() const {
LightMutexHolder holder(_lock);
return (_flags & F_ignore_effective_normal) == 0;
}
/**
* Returns whether the solid is considered 'tangible' or not. Assumes the
* lock is already held.
*/
INLINE bool CollisionSolid::
do_is_tangible() const {
return (_flags & F_tangible) != 0;
}
/**
* Returns true if a special normal was set by set_effective_normal(), false
* otherwise. Assumes the lock is already held.
*/
INLINE bool CollisionSolid::
do_has_effective_normal() const {
return respect_effective_normal && (_flags & F_effective_normal) != 0;
}
/**
* Should be called by a derived class to mark the internal bounding volume
* stale, so that recompute_internal_bounds() will be called when the bounding
* volume is next requested.
*/
INLINE void CollisionSolid::
mark_internal_bounds_stale() {
LightMutexHolder holder(_lock);
_flags |= F_internal_bounds_stale;
}
/**
* Called internally when the visualization may have been compromised by some
* change to internal state and will need to be recomputed the next time it is
* rendered.
*/
INLINE void CollisionSolid::
mark_viz_stale() {
LightMutexHolder holder(_lock);
_flags |= F_viz_geom_stale;
}