historical/toontown-classic.git/panda/pandac/input/libp3collide.in

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2024-01-16 11:20:27 -06:00
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3 3
12 libp3collide 4 dlaq 12 panda3d.core
274
277 20 get_collision_origin 0 6 551 36 CollisionSolid::get_collision_origin 0 1 1 0
69
virtual LPoint3 CollisionSolid::get_collision_origin(void) const = 0;
278 12 set_tangible 0 4 551 28 CollisionSolid::set_tangible 0 1 2 295
/**
* 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.
*/
56
inline void CollisionSolid::set_tangible(bool tangible);
279 11 is_tangible 0 4 551 27 CollisionSolid::is_tangible 0 1 3 266
/**
* 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.
*/
52
inline bool CollisionSolid::is_tangible(void) const;
280 20 set_effective_normal 0 4 551 36 CollisionSolid::set_effective_normal 0 1 4 388
/**
* 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.
*/
83
inline void CollisionSolid::set_effective_normal(LVector3 const &effective_normal);
281 22 clear_effective_normal 0 4 551 38 CollisionSolid::clear_effective_normal 0 1 5 71
/**
* Removes the normal previously set by set_effective_normal().
*/
57
inline void CollisionSolid::clear_effective_normal(void);
282 20 has_effective_normal 0 4 551 36 CollisionSolid::has_effective_normal 0 1 6 98
/**
* Returns true if a special normal was set by set_effective_normal(), false
* otherwise.
*/
61
inline bool CollisionSolid::has_effective_normal(void) const;
283 20 get_effective_normal 0 4 551 36 CollisionSolid::get_effective_normal 0 1 7 145
/**
* Returns the normal that was set by set_effective_normal(). It is an error
* to call this unless has_effective_normal() returns true.
*/
72
inline LVector3 const &CollisionSolid::get_effective_normal(void) const;
284 28 set_respect_effective_normal 0 4 551 44 CollisionSolid::set_respect_effective_normal 0 1 8 296
/**
* 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.
*/
88
inline void CollisionSolid::set_respect_effective_normal(bool respect_effective_normal);
285 28 get_respect_effective_normal 0 4 551 44 CollisionSolid::get_respect_effective_normal 0 1 9 46
/**
* See set_respect_effective_normal().
*/
69
inline bool CollisionSolid::get_respect_effective_normal(void) const;
286 10 get_bounds 0 4 551 26 CollisionSolid::get_bounds 0 1 10 47
/**
* Returns the solid's bounding volume.
*/
72
ConstPointerTo< BoundingVolume > CollisionSolid::get_bounds(void) const;
287 10 set_bounds 0 4 551 26 CollisionSolid::set_bounds 0 1 11 47
/**
* Returns the solid's bounding volume.
*/
71
void CollisionSolid::set_bounds(BoundingVolume const &bounding_volume);
288 6 output 0 6 551 22 CollisionSolid::output 0 1 12 10
/**
*
*/
61
virtual void CollisionSolid::output(std::ostream &out) const;
289 5 write 0 6 551 21 CollisionSolid::write 0 1 13 10
/**
*
*/
82
virtual void CollisionSolid::write(std::ostream &out, int indent_level = 0) const;
290 14 get_class_type 0 4 551 30 CollisionSolid::get_class_type 0 1 14 0
55
static TypeHandle CollisionSolid::get_class_type(void);
291 12 CollisionBox 0 4 557 26 CollisionBox::CollisionBox 0 2 15 16 256
/**
* Create the Box by giving a Center and distances of each of the sides of
* box from the Center.
*/
/**
* Create the Box by Specifying the Diagonal Points
*/
/**
* Creates an invalid Box. Only used when reading from a bam file.
*/
/**
*
*/
195
inline explicit CollisionBox::CollisionBox(LPoint3 const &center, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
inline explicit CollisionBox::CollisionBox(LPoint3 const &min, LPoint3 const &max);
292 14 get_num_points 0 4 557 28 CollisionBox::get_num_points 0 1 17 68
/**
* Returns 8: the number of vertices of a rectangular solid.
*/
52
inline int CollisionBox::get_num_points(void) const;
293 14 get_point_aabb 0 4 557 28 CollisionBox::get_point_aabb 0 1 18 67
/**
* Returns the nth vertex of the Axis Aligned Bounding Box.
*/
57
inline LPoint3 CollisionBox::get_point_aabb(int n) const;
294 9 get_point 0 4 557 23 CollisionBox::get_point 0 1 19 45
/**
* Returns the nth vertex of the OBB.
*/
52
inline LPoint3 CollisionBox::get_point(int n) const;
295 14 get_num_planes 0 4 557 28 CollisionBox::get_num_planes 0 1 20 65
/**
* Returns 6: the number of faces of a rectangular solid.
*/
52
inline int CollisionBox::get_num_planes(void) const;
296 9 set_plane 0 4 557 23 CollisionBox::set_plane 0 1 21 57
/**
* Creates the nth face of the rectangular solid.
*/
51
inline LPlane CollisionBox::set_plane(int n) const;
297 9 get_plane 0 4 557 23 CollisionBox::get_plane 0 1 22 57
/**
* Returns the nth face of the rectangular solid.
*/
51
inline LPlane CollisionBox::get_plane(int n) const;
298 10 set_center 0 4 557 24 CollisionBox::set_center 0 2 23 24 22
/**
*
*/
/**
*
*/
143
inline void CollisionBox::set_center(LPoint3 const &center);
inline void CollisionBox::set_center(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
299 10 get_center 0 4 557 24 CollisionBox::get_center 0 1 25 10
/**
*
*/
59
inline LPoint3 const &CollisionBox::get_center(void) const;
300 7 get_min 0 4 557 21 CollisionBox::get_min 0 1 26 10
/**
*
*/
56
inline LPoint3 const &CollisionBox::get_min(void) const;
301 7 get_max 0 4 557 21 CollisionBox::get_max 0 1 27 10
/**
*
*/
56
inline LPoint3 const &CollisionBox::get_max(void) const;
302 14 get_dimensions 0 4 557 28 CollisionBox::get_dimensions 0 1 28 10
/**
*
*/
57
inline LVector3 CollisionBox::get_dimensions(void) const;
303 14 get_class_type 0 4 557 28 CollisionBox::get_class_type 0 1 29 0
53
static TypeHandle CollisionBox::get_class_type(void);
304 13 ~CollisionBox 0 4 557 27 CollisionBox::~CollisionBox 0 0 0
34
CollisionBox::~CollisionBox(void);
305 16 CollisionCapsule 0 4 561 34 CollisionCapsule::CollisionCapsule 0 2 30 31 115
/**
*
*/
/**
*
*/
/**
* Creates an invalid capsule. Only used when reading from a bam file.
*/
/**
*
*/
276
inline explicit CollisionCapsule::CollisionCapsule(LPoint3 const &a, LPoint3 const &db, PN_stdfloat radius);
inline explicit CollisionCapsule::CollisionCapsule(PN_stdfloat ax, PN_stdfloat ay, PN_stdfloat az, PN_stdfloat bx, PN_stdfloat by, PN_stdfloat bz, PN_stdfloat radius);
306 11 set_point_a 0 4 561 29 CollisionCapsule::set_point_a 0 2 32 33 22
/**
*
*/
/**
*
*/
148
inline void CollisionCapsule::set_point_a(LPoint3 const &a);
inline void CollisionCapsule::set_point_a(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
307 11 get_point_a 0 4 561 29 CollisionCapsule::get_point_a 0 1 34 10
/**
*
*/
64
inline LPoint3 const &CollisionCapsule::get_point_a(void) const;
308 11 set_point_b 0 4 561 29 CollisionCapsule::set_point_b 0 2 35 36 22
/**
*
*/
/**
*
*/
148
inline void CollisionCapsule::set_point_b(LPoint3 const &b);
inline void CollisionCapsule::set_point_b(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
309 11 get_point_b 0 4 561 29 CollisionCapsule::get_point_b 0 1 37 10
/**
*
*/
64
inline LPoint3 const &CollisionCapsule::get_point_b(void) const;
310 10 set_radius 0 4 561 28 CollisionCapsule::set_radius 0 1 38 10
/**
*
*/
61
inline void CollisionCapsule::set_radius(PN_stdfloat radius);
311 10 get_radius 0 4 561 28 CollisionCapsule::get_radius 0 1 39 10
/**
*
*/
60
inline PN_stdfloat CollisionCapsule::get_radius(void) const;
312 14 get_class_type 0 4 561 32 CollisionCapsule::get_class_type 0 1 40 0
57
static TypeHandle CollisionCapsule::get_class_type(void);
313 17 ~CollisionCapsule 0 4 561 35 CollisionCapsule::~CollisionCapsule 0 0 0
42
CollisionCapsule::~CollisionCapsule(void);
314 14 get_class_type 0 4 564 32 CollisionHandler::get_class_type 0 1 42 0
57
static TypeHandle CollisionHandler::get_class_type(void);
315 16 CollisionHandler 0 4 564 34 CollisionHandler::CollisionHandler 0 1 41 10
/**
*
*/
78
inline CollisionHandler::CollisionHandler(CollisionHandler const &) = default;
316 17 ~CollisionHandler 0 4 564 35 CollisionHandler::~CollisionHandler 0 0 0
42
CollisionHandler::~CollisionHandler(void);
317 13 CollisionNode 0 4 566 28 CollisionNode::CollisionNode 0 1 43 22
/**
*
*/
/**
*
*/
63
explicit CollisionNode::CollisionNode(std::string const &name);
318 16 set_collide_mask 0 4 566 31 CollisionNode::set_collide_mask 0 1 44 98
/**
* Simultaneously sets both the "from" and "into" CollideMask values to the
* same thing.
*/
62
inline void CollisionNode::set_collide_mask(CollideMask mask);
319 21 set_from_collide_mask 0 4 566 36 CollisionNode::set_from_collide_mask 0 1 45 222
/**
* Sets the "from" CollideMask. In order for a collision to be detected from
* this object into another object, the intersection of this object's "from"
* mask and the other object's "into" mask must be nonzero.
*/
60
void CollisionNode::set_from_collide_mask(CollideMask mask);
320 21 set_into_collide_mask 0 4 566 36 CollisionNode::set_into_collide_mask 0 1 46 222
/**
* Sets the "into" CollideMask. In order for a collision to be detected from
* another object into this object, the intersection of the other object's
* "from" mask and this object's "into" mask must be nonzero.
*/
67
inline void CollisionNode::set_into_collide_mask(CollideMask mask);
321 21 get_from_collide_mask 0 4 566 36 CollisionNode::get_from_collide_mask 0 1 47 233
/**
* Returns the current "from" CollideMask. In order for a collision to be
* detected from this object into another object, the intersection of this
* object's "from" mask and the other object's "into" mask must be nonzero.
*/
68
inline CollideMask CollisionNode::get_from_collide_mask(void) const;
322 21 get_into_collide_mask 0 4 566 36 CollisionNode::get_into_collide_mask 0 1 48 233
/**
* Returns the current "into" CollideMask. In order for a collision to be
* detected from another object into this object, the intersection of the
* other object's "from" mask and this object's "into" mask must be nonzero.
*/
68
inline CollideMask CollisionNode::get_into_collide_mask(void) const;
323 12 clear_solids 0 4 566 27 CollisionNode::clear_solids 0 1 49 44
/**
* Removes all solids from the node.
*/
46
inline void CollisionNode::clear_solids(void);
324 14 get_num_solids 0 4 566 29 CollisionNode::get_num_solids 0 1 50 10
/**
*
*/
61
inline std::size_t CollisionNode::get_num_solids(void) const;
325 9 get_solid 0 4 566 24 CollisionNode::get_solid 0 1 51 10
/**
*
*/
86
inline ConstPointerTo< CollisionSolid > CollisionNode::get_solid(std::size_t n) const;
326 12 modify_solid 0 4 566 27 CollisionNode::modify_solid 0 1 52 10
/**
*
*/
78
inline PointerTo< CollisionSolid > CollisionNode::modify_solid(std::size_t n);
327 9 set_solid 0 4 566 24 CollisionNode::set_solid 0 1 53 55
/**
* Replaces the solid with the indicated index.
*/
75
inline void CollisionNode::set_solid(std::size_t n, CollisionSolid *solid);
328 12 insert_solid 0 4 566 27 CollisionNode::insert_solid 0 1 54 77
/**
* Inserts the indicated solid to the node at the indicated position.
*/
84
inline void CollisionNode::insert_solid(std::size_t n, CollisionSolid const *solid);
329 12 remove_solid 0 4 566 27 CollisionNode::remove_solid 0 1 55 110
/**
* Removes the solid with the indicated index. This will shift all subsequent
* indices down by one.
*/
55
inline void CollisionNode::remove_solid(std::size_t n);
330 9 add_solid 0 4 566 24 CollisionNode::add_solid 0 1 56 121
/**
* Adds the indicated solid to the node. Returns the index of the new solid
* within the node's list of solids.
*/
73
inline std::size_t CollisionNode::add_solid(CollisionSolid const *solid);
331 0 0 0 0 0 0 0 0
0
332 17 get_collider_sort 0 4 566 32 CollisionNode::get_collider_sort 0 1 57 114
/**
* Returns the collider_sort value that has been set for this particular node.
* See set_collider_sort().
*/
56
inline int CollisionNode::get_collider_sort(void) const;
333 17 set_collider_sort 0 4 566 32 CollisionNode::set_collider_sort 0 1 58 594
/**
* Sets a particular collider_sort value on this node. This controls the
* order in which colliders (that is, "from nodes") are grouped together for
* the collision traversal.
*
* If there are 32 or fewer colliders added to any particular
* CollisionTraverser, then this value has no meaning. It is only useful if
* there are many colliders, which may force the CollisionTraverser to make
* multiple passes through the data; in that case, it may be a useful
* optimization to group colliders that have similar bounding volumes together
* (by giving them similar sort values).
*/
55
inline void CollisionNode::set_collider_sort(int sort);
334 24 get_default_collide_mask 0 4 566 39 CollisionNode::get_default_collide_mask 0 1 59 80
/**
* Returns the default into_collide_mask assigned to new CollisionNodes.
*/
72
static inline CollideMask CollisionNode::get_default_collide_mask(void);
335 14 get_class_type 0 4 566 29 CollisionNode::get_class_type 0 1 60 0
54
static TypeHandle CollisionNode::get_class_type(void);
336 18 CollisionTraverser 0 4 573 38 CollisionTraverser::CollisionTraverser 0 2 61 62 10
/**
*
*/
168
explicit CollisionTraverser::CollisionTraverser(std::string const &name = "ctrav");
inline CollisionTraverser::CollisionTraverser(CollisionTraverser const &) = default;
337 19 ~CollisionTraverser 0 4 573 39 CollisionTraverser::~CollisionTraverser 0 0 10
/**
*
*/
46
CollisionTraverser::~CollisionTraverser(void);
338 26 set_respect_prev_transform 0 4 573 46 CollisionTraverser::set_respect_prev_transform 0 1 63 370
/**
* Sets the flag that indicates whether the prev_transform stored on a node
* (as updated via set_fluid_pos(), etc.) is respected to calculate
* collisions. If this is true, certain types of collision tests will be
* enhanced by the information about objects in motion. If this is false,
* objects are always considered to be static. The default is false.
*/
70
inline void CollisionTraverser::set_respect_prev_transform(bool flag);
339 26 get_respect_prev_transform 0 4 573 46 CollisionTraverser::get_respect_prev_transform 0 1 64 162
/**
* Returns the flag that indicates whether the prev_transform stored on a node
* is respected to calculate collisions. See set_respect_prev_transform().
*/
71
inline bool CollisionTraverser::get_respect_prev_transform(void) const;
340 12 add_collider 0 4 573 32 CollisionTraverser::add_collider 0 1 65 437
/**
* Adds a new CollisionNode, representing an object that will be tested for
* collisions into other objects, along with the handler that will serve each
* detected collision. Each CollisionNode may be served by only one handler
* at a time, but a given handler may serve many CollisionNodes.
*
* The handler that serves a particular node may be changed from time to time
* by calling add_collider() again on the same node.
*/
91
void CollisionTraverser::add_collider(NodePath const &collider, CollisionHandler *handler);
341 15 remove_collider 0 4 573 35 CollisionTraverser::remove_collider 0 1 66 263
/**
* Removes the collider (and its associated handler) from the set of
* CollisionNodes that will be tested each frame for collisions into other
* objects. Returns true if the definition was found and removed, false if it
* wasn't present to begin with.
*/
67
bool CollisionTraverser::remove_collider(NodePath const &collider);
342 12 has_collider 0 4 573 32 CollisionTraverser::has_collider 0 1 67 145
/**
* Returns true if the indicated node is current in the set of nodes that will
* be tested each frame for collisions into other objects.
*/
70
bool CollisionTraverser::has_collider(NodePath const &collider) const;
343 17 get_num_colliders 0 4 573 37 CollisionTraverser::get_num_colliders 0 1 68 108
/**
* Returns the number of CollisionNodes that have been added to the traverser
* via add_collider().
*/
54
int CollisionTraverser::get_num_colliders(void) const;
344 12 get_collider 0 4 573 32 CollisionTraverser::get_collider 0 1 69 100
/**
* Returns the nth CollisionNode that has been added to the traverser via
* add_collider().
*/
55
NodePath CollisionTraverser::get_collider(int n) const;
345 11 get_handler 0 4 573 31 CollisionTraverser::get_handler 0 1 70 169
/**
* Returns the handler that is currently assigned to serve the indicated
* collision node, or NULL if the node is not on the traverser's set of active
* nodes.
*/
82
CollisionHandler *CollisionTraverser::get_handler(NodePath const &collider) const;
346 15 clear_colliders 0 4 573 35 CollisionTraverser::clear_colliders 0 1 71 90
/**
* Completely empties the set of collision nodes and their associated
* handlers.
*/
47
void CollisionTraverser::clear_colliders(void);
347 0 0 0 0 0 0 0 0
0
348 8 traverse 0 4 573 28 CollisionTraverser::traverse 0 1 72 10
/**
*
*/
56
void CollisionTraverser::traverse(NodePath const &root);
349 12 set_recorder 0 4 573 32 CollisionTraverser::set_recorder 0 1 73 777
/**
* Uses the indicated CollisionRecorder object to start recording the
* intersection tests made by each subsequent call to traverse() on this
* object. A particular CollisionRecorder object can only record one
* traverser at a time; if this object has already been assigned to another
* traverser, that assignment is broken.
*
* This is intended to be used in a debugging mode to try to determine what
* work is being performed by the collision traversal. Usually, attaching a
* recorder will impose significant runtime overhead.
*
* This does not transfer ownership of the CollisionRecorder pointer;
* maintenance of that remains the caller's responsibility. If the
* CollisionRecorder is destructed, it will cleanly remove itself from the
* traverser.
*/
67
void CollisionTraverser::set_recorder(CollisionRecorder *recorder);
350 12 has_recorder 0 4 573 32 CollisionTraverser::has_recorder 0 1 74 120
/**
* Returns true if the CollisionTraverser has a CollisionRecorder object
* currently assigned, false otherwise.
*/
57
inline bool CollisionTraverser::has_recorder(void) const;
351 12 get_recorder 0 4 573 32 CollisionTraverser::get_recorder 0 1 75 99
/**
* Returns the CollisionRecorder currently assigned, or NULL if no recorder is
* assigned.
*/
71
inline CollisionRecorder *CollisionTraverser::get_recorder(void) const;
352 14 clear_recorder 0 4 573 34 CollisionTraverser::clear_recorder 0 1 76 107
/**
* Removes the CollisionRecorder from the traverser and restores normal low-
* overhead operation.
*/
53
inline void CollisionTraverser::clear_recorder(void);
353 6 output 0 4 577 25 CollisionRecorder::output 0 1 82 10
/**
*
*/
56
void CollisionRecorder::output(std::ostream &out) const;
354 14 get_class_type 0 4 577 33 CollisionRecorder::get_class_type 0 1 83 0
58
static TypeHandle CollisionRecorder::get_class_type(void);
355 15 show_collisions 0 4 573 35 CollisionTraverser::show_collisions 0 1 77 300
/**
* This is a high-level function to create a CollisionVisualizer object to
* render the collision tests performed by this traverser. The supplied root
* should be any node in the scene graph; typically, the top node (e.g.
* render). The CollisionVisualizer will be attached to this node.
*/
79
CollisionVisualizer *CollisionTraverser::show_collisions(NodePath const &root);
356 15 hide_collisions 0 4 573 35 CollisionTraverser::hide_collisions 0 1 78 69
/**
* Undoes the effect of a previous call to show_collisions().
*/
47
void CollisionTraverser::hide_collisions(void);
357 6 output 0 4 573 26 CollisionTraverser::output 0 1 79 10
/**
*
*/
57
void CollisionTraverser::output(std::ostream &out) const;
358 5 write 0 4 573 25 CollisionTraverser::write 0 1 80 10
/**
*
*/
74
void CollisionTraverser::write(std::ostream &out, int indent_level) const;
359 14 get_class_type 0 4 573 34 CollisionTraverser::get_class_type 0 1 81 0
59
static TypeHandle CollisionTraverser::get_class_type(void);
360 8 get_from 0 4 579 24 CollisionEntry::get_from 0 1 84 104
/**
* Returns the CollisionSolid pointer for the particular solid that triggered
* this collision.
*/
66
inline CollisionSolid const *CollisionEntry::get_from(void) const;
361 8 has_into 0 4 579 24 CollisionEntry::has_into 0 1 85 288
/**
* Returns true if the "into" solid is, in fact, a CollisionSolid, and its
* pointer is known (in which case get_into() may be called to retrieve it).
* If this returns false, the collision was detected into a GeomNode, and
* there is no CollisionSolid pointer to be retrieved.
*/
49
inline bool CollisionEntry::has_into(void) const;
362 8 get_into 0 4 579 24 CollisionEntry::get_into 0 1 86 243
/**
* Returns the CollisionSolid pointer for the particular solid was collided
* into. This pointer might be NULL if the collision was into a piece of
* visible geometry, instead of a normal CollisionSolid collision; see
* has_into().
*/
66
inline CollisionSolid const *CollisionEntry::get_into(void) const;
363 13 get_from_node 0 4 579 29 CollisionEntry::get_from_node 0 1 87 182
/**
* Returns the node that contains the CollisionSolid that triggered this
* collision. This will be a node that has been added to a CollisionTraverser
* via add_collider().
*/
64
inline CollisionNode *CollisionEntry::get_from_node(void) const;
364 13 get_into_node 0 4 579 29 CollisionEntry::get_into_node 0 1 88 254
/**
* Returns the node that contains the CollisionSolid that was collided into.
* This returns a PandaNode pointer instead of something more specific,
* because it might be either a CollisionNode or a GeomNode.
*
* Also see get_into_node_path().
*/
60
inline PandaNode *CollisionEntry::get_into_node(void) const;
365 18 get_from_node_path 0 4 579 34 CollisionEntry::get_from_node_path 0 1 89 224
/**
* Returns the NodePath that represents the CollisionNode that contains the
* CollisionSolid that triggered this collision. This will be a NodePath that
* has been added to a CollisionTraverser via add_collider().
*/
63
inline NodePath CollisionEntry::get_from_node_path(void) const;
366 18 get_into_node_path 0 4 579 34 CollisionEntry::get_into_node_path 0 1 90 338
/**
* Returns the NodePath that represents the specific CollisionNode or GeomNode
* instance that was collided into. This is the same node returned by
* get_into_node(), represented as a NodePath; however, it may be more useful
* because the NodePath can resolve the particular instance of the node, if
* there is more than one.
*/
63
inline NodePath CollisionEntry::get_into_node_path(void) const;
367 5 set_t 0 4 579 21 CollisionEntry::set_t 0 1 91 82
/**
* Sets a time value for this collision relative to other CollisionEntries
*/
49
inline void CollisionEntry::set_t(PN_stdfloat t);
368 5 get_t 0 4 579 21 CollisionEntry::get_t 0 1 92 83
/**
* returns time value for this collision relative to other CollisionEntries
*/
53
inline PN_stdfloat CollisionEntry::get_t(void) const;
369 8 collided 0 4 579 24 CollisionEntry::collided 0 1 93 188
/**
* returns true if this represents an actual collision as opposed to a
* potential collision, needed for iterative collision resolution where path
* of collider changes mid-frame
*/
49
inline bool CollisionEntry::collided(void) const;
370 14 reset_collided 0 4 579 30 CollisionEntry::reset_collided 0 1 94 45
/**
* prepare for another collision test
*/
49
inline void CollisionEntry::reset_collided(void);
371 26 get_respect_prev_transform 0 4 579 42 CollisionEntry::get_respect_prev_transform 0 1 95 203
/**
* Returns true if the collision was detected by a CollisionTraverser whose
* respect_prev_transform flag was set true, meaning we should consider motion
* significant in evaluating collisions.
*/
67
inline bool CollisionEntry::get_respect_prev_transform(void) const;
372 17 set_surface_point 0 4 579 33 CollisionEntry::set_surface_point 0 1 96 178
/**
* Stores the point, on the surface of the "into" object, at which a collision
* is detected.
*
* This point is specified in the coordinate space of the "into" object.
*/
68
inline void CollisionEntry::set_surface_point(LPoint3 const &point);
373 18 set_surface_normal 0 4 579 34 CollisionEntry::set_surface_normal 0 1 97 171
/**
* Stores the surface normal of the "into" object at the point of the
* intersection.
*
* This normal is specified in the coordinate space of the "into" object.
*/
71
inline void CollisionEntry::set_surface_normal(LVector3 const &normal);
374 18 set_interior_point 0 4 579 34 CollisionEntry::set_interior_point 0 1 98 352
/**
* Stores the point, within the interior of the "into" object, which
* represents the depth to which the "from" object has penetrated. This can
* also be described as the intersection point on the surface of the "from"
* object (which is inside the "into" object).
*
* This point is specified in the coordinate space of the "into" object.
*/
69
inline void CollisionEntry::set_interior_point(LPoint3 const &point);
375 17 has_surface_point 0 4 579 33 CollisionEntry::has_surface_point 0 1 99 174
/**
* Returns true if the surface point has been specified, false otherwise. See
* get_surface_point(). Some types of collisions may not compute the surface
* point.
*/
58
inline bool CollisionEntry::has_surface_point(void) const;
376 18 has_surface_normal 0 4 579 34 CollisionEntry::has_surface_normal 0 1 100 176
/**
* Returns true if the surface normal has been specified, false otherwise.
* See get_surface_normal(). Some types of collisions may not compute the
* surface normal.
*/
59
inline bool CollisionEntry::has_surface_normal(void) const;
377 18 has_interior_point 0 4 579 34 CollisionEntry::has_interior_point 0 1 101 176
/**
* Returns true if the interior point has been specified, false otherwise.
* See get_interior_point(). Some types of collisions may not compute the
* interior point.
*/
59
inline bool CollisionEntry::has_interior_point(void) const;
378 15 set_contact_pos 0 4 579 31 CollisionEntry::set_contact_pos 0 1 102 190
/**
* Stores the position of the "from" object at the instant at which the
* collision is first detected.
*
* This position is specified in the coordinate space of the "into" object.
*/
64
inline void CollisionEntry::set_contact_pos(LPoint3 const &pos);
379 18 set_contact_normal 0 4 579 34 CollisionEntry::set_contact_normal 0 1 103 154
/**
* Stores the surface normal of the "into" object at the contact pos.
*
* This normal is specified in the coordinate space of the "into" object.
*/
71
inline void CollisionEntry::set_contact_normal(LVector3 const &normal);
380 15 has_contact_pos 0 4 579 31 CollisionEntry::has_contact_pos 0 1 104 172
/**
* Returns true if the contact position has been specified, false otherwise.
* See get_contact_pos(). Some types of collisions may not compute the
* contact pos.
*/
56
inline bool CollisionEntry::has_contact_pos(void) const;
381 18 has_contact_normal 0 4 579 34 CollisionEntry::has_contact_normal 0 1 105 176
/**
* Returns true if the contact normal has been specified, false otherwise.
* See get_contact_normal(). Some types of collisions may not compute the
* contact normal.
*/
59
inline bool CollisionEntry::has_contact_normal(void) const;
382 17 get_surface_point 0 4 579 33 CollisionEntry::get_surface_point 0 1 106 330
/**
* Returns the point, on the surface of the "into" object, at which a
* collision is detected. This can be thought of as the first point of
* intersection. However the contact point is the actual first point of
* intersection.
*
* The point will be converted into whichever coordinate space the caller
* specifies.
*/
71
LPoint3 CollisionEntry::get_surface_point(NodePath const &space) const;
383 18 get_surface_normal 0 4 579 34 CollisionEntry::get_surface_normal 0 1 107 200
/**
* Returns the surface normal of the "into" object at the point at which a
* collision is detected.
*
* The normal will be converted into whichever coordinate space the caller
* specifies.
*/
73
LVector3 CollisionEntry::get_surface_normal(NodePath const &space) const;
384 18 get_interior_point 0 4 579 34 CollisionEntry::get_interior_point 0 1 108 431
/**
* Returns the point, within the interior of the "into" object, which
* represents the depth to which the "from" object has penetrated. This can
* also be described as the intersection point on the surface of the "from"
* object (which is inside the "into" object). It can be thought of as the
* deepest point of intersection.
*
* The point will be converted into whichever coordinate space the caller
* specifies.
*/
72
LPoint3 CollisionEntry::get_interior_point(NodePath const &space) const;
385 7 get_all 0 4 579 23 CollisionEntry::get_all 0 1 109 244
/**
* Simultaneously transforms the surface point, surface normal, and interior
* point of the collision into the indicated coordinate space.
*
* Returns true if all three properties are available, or false if any one of
* them is not.
*/
133
bool CollisionEntry::get_all(NodePath const &space, LPoint3 &surface_point, LVector3 &surface_normal, LPoint3 &interior_point) const;
386 15 get_contact_pos 0 4 579 31 CollisionEntry::get_contact_pos 0 1 110 200
/**
* Returns the position of the "from" object at the instant that a collision
* is first detected.
*
* The position will be converted into whichever coordinate space the caller
* specifies.
*/
69
LPoint3 CollisionEntry::get_contact_pos(NodePath const &space) const;
387 18 get_contact_normal 0 4 579 34 CollisionEntry::get_contact_normal 0 1 111 175
/**
* Returns the surface normal of the "into" object at the contact position.
*
* The normal will be converted into whichever coordinate space the caller
* specifies.
*/
73
LVector3 CollisionEntry::get_contact_normal(NodePath const &space) const;
388 20 get_all_contact_info 0 4 579 36 CollisionEntry::get_all_contact_info 0 1 112 230
/**
* Simultaneously transforms the contact position and contact normal of the
* collision into the indicated coordinate space.
*
* Returns true if all three properties are available, or false if any one of
* them is not.
*/
119
bool CollisionEntry::get_all_contact_info(NodePath const &space, LPoint3 &contact_pos, LVector3 &contact_normal) const;
389 6 output 0 4 579 22 CollisionEntry::output 0 1 113 10
/**
*
*/
53
void CollisionEntry::output(std::ostream &out) const;
390 5 write 0 4 579 21 CollisionEntry::write 0 1 114 10
/**
*
*/
74
void CollisionEntry::write(std::ostream &out, int indent_level = 0) const;
391 14 get_class_type 0 4 579 30 CollisionEntry::get_class_type 0 1 115 0
55
static TypeHandle CollisionEntry::get_class_type(void);
392 15 ~CollisionEntry 0 4 579 31 CollisionEntry::~CollisionEntry 0 0 0
38
CollisionEntry::~CollisionEntry(void);
393 14 CollisionPlane 0 4 585 30 CollisionPlane::CollisionPlane 0 2 116 117 168
/**
* This is only for the convenience of CollisionPolygon. Normally, you should
* not attempt to create an uninitialized CollisionPlane.
*/
/**
*
*/
/**
*
*/
126
inline CollisionPlane::CollisionPlane(LPlane const &plane);
inline CollisionPlane::CollisionPlane(CollisionPlane const &copy);
394 10 get_normal 0 4 585 26 CollisionPlane::get_normal 0 1 118 10
/**
*
*/
55
inline LVector3 CollisionPlane::get_normal(void) const;
395 13 dist_to_plane 0 4 585 29 CollisionPlane::dist_to_plane 0 1 119 10
/**
*
*/
77
inline PN_stdfloat CollisionPlane::dist_to_plane(LPoint3 const &point) const;
396 9 set_plane 0 4 585 25 CollisionPlane::set_plane 0 1 120 10
/**
*
*/
59
inline void CollisionPlane::set_plane(LPlane const &plane);
397 9 get_plane 0 4 585 25 CollisionPlane::get_plane 0 1 121 10
/**
*
*/
59
inline LPlane const &CollisionPlane::get_plane(void) const;
398 4 flip 0 4 585 20 CollisionPlane::flip 0 1 122 57
/**
* Convenience method to flip the plane in-place.
*/
39
inline void CollisionPlane::flip(void);
399 14 get_class_type 0 4 585 30 CollisionPlane::get_class_type 0 1 123 0
55
static TypeHandle CollisionPlane::get_class_type(void);
400 15 ~CollisionPlane 0 4 585 31 CollisionPlane::~CollisionPlane 0 0 0
38
CollisionPlane::~CollisionPlane(void);
401 18 CollisionFloorMesh 0 4 589 38 CollisionFloorMesh::CollisionFloorMesh 0 1 124 156
/**
* This is only for the convenience of CollisionPolygon. Normally, you should
* not attempt to create an uninitialized CollisionPlane.
*/
/**
*
*/
52
inline CollisionFloorMesh::CollisionFloorMesh(void);
402 10 add_vertex 0 4 589 30 CollisionFloorMesh::add_vertex 0 1 125 47
/**
* store away a vertex to index against
*/
64
inline void CollisionFloorMesh::add_vertex(LPoint3 const &vert);
403 12 add_triangle 0 4 589 32 CollisionFloorMesh::add_triangle 0 1 126 42
/**
* store a triangle for processing
*/
101
void CollisionFloorMesh::add_triangle(unsigned int pointA, unsigned int pointB, unsigned int pointC);
404 16 get_num_vertices 0 4 589 36 CollisionFloorMesh::get_num_vertices 0 1 127 0
69
inline unsigned int CollisionFloorMesh::get_num_vertices(void) const;
405 10 get_vertex 0 4 589 30 CollisionFloorMesh::get_vertex 0 1 128 0
79
inline LPoint3 const &CollisionFloorMesh::get_vertex(unsigned int index) const;
406 17 get_num_triangles 0 4 589 37 CollisionFloorMesh::get_num_triangles 0 1 129 0
70
inline unsigned int CollisionFloorMesh::get_num_triangles(void) const;
407 12 get_triangle 0 4 589 32 CollisionFloorMesh::get_triangle 0 1 130 0
75
inline LPoint3i CollisionFloorMesh::get_triangle(unsigned int index) const;
408 0 0 0 0 0 0 0 0
0
409 0 0 0 0 0 0 0 0
0
410 14 get_class_type 0 4 589 34 CollisionFloorMesh::get_class_type 0 1 131 0
59
static TypeHandle CollisionFloorMesh::get_class_type(void);
411 19 ~CollisionFloorMesh 0 4 589 39 CollisionFloorMesh::~CollisionFloorMesh 0 0 0
46
CollisionFloorMesh::~CollisionFloorMesh(void);
412 16 CollisionPolygon 0 4 591 34 CollisionPolygon::CollisionPolygon 0 3 132 133 134 127
/**
*
*/
/**
*
*/
/**
*
*/
/**
* Creates an invalid polygon. Only used when reading from a bam file.
*/
/**
*
*/
310
inline CollisionPolygon::CollisionPolygon(LVecBase3 const &a, LVecBase3 const &b, LVecBase3 const &c);
inline CollisionPolygon::CollisionPolygon(LVecBase3 const &a, LVecBase3 const &b, LVecBase3 const &c, LVecBase3 const &d);
inline CollisionPolygon::CollisionPolygon(LPoint3 const *begin, LPoint3 const *end);
413 14 get_num_points 0 4 591 32 CollisionPolygon::get_num_points 0 1 135 66
/**
* Returns the number of vertices of the CollisionPolygon.
*/
64
inline std::size_t CollisionPolygon::get_num_points(void) const;
414 9 get_point 0 4 591 27 CollisionPolygon::get_point 0 1 136 82
/**
* Returns the nth vertex of the CollisionPolygon, expressed in 3-D space.
*/
64
inline LPoint3 CollisionPolygon::get_point(std::size_t n) const;
415 13 verify_points 0 4 591 31 CollisionPolygon::verify_points 0 3 137 138 139 676
/**
* Verifies that the indicated set of points will define a valid
* CollisionPolygon: that is, at least three non-collinear points, with no
* points repeated.
*/
/**
* Verifies that the indicated set of points will define a valid
* CollisionPolygon: that is, at least three non-collinear points, with no
* points repeated.
*/
/**
* Verifies that the indicated set of points will define a valid
* CollisionPolygon: that is, at least three non-collinear points, with no
* points repeated.
*
* This does not check that the polygon defined is convex; that check is made
* later, once we have projected the points to 2-d space where the decision is
* easier.
*/
316
static inline bool CollisionPolygon::verify_points(LPoint3 const &a, LPoint3 const &b, LPoint3 const &c);
static inline bool CollisionPolygon::verify_points(LPoint3 const &a, LPoint3 const &b, LPoint3 const &c, LPoint3 const &d);
static bool CollisionPolygon::verify_points(LPoint3 const *begin, LPoint3 const *end);
416 8 is_valid 0 4 591 26 CollisionPolygon::is_valid 0 1 140 122
/**
* Returns true if the CollisionPolygon is valid (that is, it has at least
* three vertices), or false otherwise.
*/
44
bool CollisionPolygon::is_valid(void) const;
417 10 is_concave 0 4 591 28 CollisionPolygon::is_concave 0 1 141 106
/**
* Returns true if the CollisionPolygon appears to be concave, or false if it
* is safely convex.
*/
46
bool CollisionPolygon::is_concave(void) const;
418 0 0 0 0 0 0 0 0
0
419 14 get_class_type 0 4 591 32 CollisionPolygon::get_class_type 0 1 142 0
57
static TypeHandle CollisionPolygon::get_class_type(void);
420 17 ~CollisionPolygon 0 4 591 35 CollisionPolygon::~CollisionPolygon 0 0 0
42
CollisionPolygon::~CollisionPolygon(void);
421 21 CollisionHandlerEvent 0 4 592 44 CollisionHandlerEvent::CollisionHandlerEvent 0 2 143 144 168
/**
* The default CollisionHandlerEvent will throw no events. Its pattern
* strings must first be set via a call to add_in_pattern() and/or
* add_out_pattern().
*/
145
CollisionHandlerEvent::CollisionHandlerEvent(void);
inline CollisionHandlerEvent::CollisionHandlerEvent(CollisionHandlerEvent const &) = default;
422 17 clear_in_patterns 0 4 592 40 CollisionHandlerEvent::clear_in_patterns 0 1 145 80
/**
* Removes all of the previously-added in patterns. See add_in_pattern.
*/
59
inline void CollisionHandlerEvent::clear_in_patterns(void);
423 14 add_in_pattern 0 4 592 37 CollisionHandlerEvent::add_in_pattern 0 1 146 1586
/**
* Adds a pattern string to the list of events that will be generated in
* response to a collision. The pattern string describes how the event name
* will be composed. It is a string that may contain any of the following:
*
* %fn - the name of the "from" object's node %in - the name of the "into"
* object's node %fs - 't' if "from" is tangible, 'i' if intangible %is -
* 't' if "into" is tangible, 'i' if intangible %ig - 'c' if the collision is
* into a CollisionNode, 'g' if it is a geom.
*
* %(tag)fh - generate event only if "from" node has the indicated net tag.
* %(tag)fx - generate event only if "from" node does not have the indicated
* net tag. %(tag)ih - generate event only if "into" node has the indicated
* net tag. %(tag)ix - generate event only if "into" node does not have the
* indicated net tag. %(tag)ft - the indicated net tag value of the "from"
* node. %(tag)it - the indicated net tag value of the "into" node.
*
* Parentheses in the above are literal and should be included in the actual
* pattern.
*
* The event name will be based on the in_pattern string specified here, with
* all occurrences of the above strings replaced with the corresponding
* values.
*
* In general, the in_pattern event is thrown on the first detection of a
* collision between two particular nodes. In subsequent passes, as long as a
* collision between those two nodes continues to be detected each frame, the
* again_pattern is thrown. The first frame in which the collision is no
* longer detected, the out_pattern event is thrown.
*/
81
inline void CollisionHandlerEvent::add_in_pattern(std::string const &in_pattern);
424 14 set_in_pattern 0 4 592 37 CollisionHandlerEvent::set_in_pattern 0 1 147 141
/**
* This method is deprecated; it completely replaces all the in patterns that
* have previously been set with the indicated pattern.
*/
81
inline void CollisionHandlerEvent::set_in_pattern(std::string const &in_pattern);
425 19 get_num_in_patterns 0 4 592 42 CollisionHandlerEvent::get_num_in_patterns 0 1 148 73
/**
* Returns the number of in pattern strings that have been added.
*/
66
inline int CollisionHandlerEvent::get_num_in_patterns(void) const;
426 14 get_in_pattern 0 4 592 37 CollisionHandlerEvent::get_in_pattern 0 1 149 145
/**
* Returns the nth pattern string that indicates how the event names are
* generated for each collision detected. See add_in_pattern().
*/
70
inline std::string CollisionHandlerEvent::get_in_pattern(int n) const;
427 20 clear_again_patterns 0 4 592 43 CollisionHandlerEvent::clear_again_patterns 0 1 150 83
/**
* Removes all of the previously-added in patterns. See add_again_pattern.
*/
62
inline void CollisionHandlerEvent::clear_again_patterns(void);
428 17 add_again_pattern 0 4 592 40 CollisionHandlerEvent::add_again_pattern 0 1 151 649
/**
* Adds the pattern string that indicates how the event names are generated
* when a collision between two particular nodes is *still* detected. This
* event is thrown each consecutive time a collision between two particular
* nodes is detected, starting with the second time.
*
* In general, the in_pattern event is thrown on the first detection of a
* collision between two particular nodes. In subsequent passes, as long as a
* collision between those two nodes continues to be detected each frame, the
* again_pattern is thrown. The first frame in which the collision is no
* longer detected, the out_pattern event is thrown.
*/
87
inline void CollisionHandlerEvent::add_again_pattern(std::string const &again_pattern);
429 17 set_again_pattern 0 4 592 40 CollisionHandlerEvent::set_again_pattern 0 1 152 141
/**
* This method is deprecated; it completely replaces all the in patterns that
* have previously been set with the indicated pattern.
*/
87
inline void CollisionHandlerEvent::set_again_pattern(std::string const &again_pattern);
430 22 get_num_again_patterns 0 4 592 45 CollisionHandlerEvent::get_num_again_patterns 0 1 153 73
/**
* Returns the number of in pattern strings that have been added.
*/
69
inline int CollisionHandlerEvent::get_num_again_patterns(void) const;
431 17 get_again_pattern 0 4 592 40 CollisionHandlerEvent::get_again_pattern 0 1 154 148
/**
* Returns the nth pattern string that indicates how the event names are
* generated for each collision detected. See add_again_pattern().
*/
73
inline std::string CollisionHandlerEvent::get_again_pattern(int n) const;
432 18 clear_out_patterns 0 4 592 41 CollisionHandlerEvent::clear_out_patterns 0 1 155 81
/**
* Removes all of the previously-added in patterns. See add_out_pattern.
*/
60
inline void CollisionHandlerEvent::clear_out_patterns(void);
433 15 add_out_pattern 0 4 592 38 CollisionHandlerEvent::add_out_pattern 0 1 156 518
/**
* Adds the pattern string that indicates how the event names are generated
* when a collision between two particular nodes is *no longer* detected.
*
* In general, the in_pattern event is thrown on the first detection of a
* collision between two particular nodes. In subsequent passes, as long as a
* collision between those two nodes continues to be detected each frame, the
* again_pattern is thrown. The first frame in which the collision is no
* longer detected, the out_pattern event is thrown.
*/
83
inline void CollisionHandlerEvent::add_out_pattern(std::string const &out_pattern);
434 15 set_out_pattern 0 4 592 38 CollisionHandlerEvent::set_out_pattern 0 1 157 141
/**
* This method is deprecated; it completely replaces all the in patterns that
* have previously been set with the indicated pattern.
*/
83
inline void CollisionHandlerEvent::set_out_pattern(std::string const &out_pattern);
435 20 get_num_out_patterns 0 4 592 43 CollisionHandlerEvent::get_num_out_patterns 0 1 158 73
/**
* Returns the number of in pattern strings that have been added.
*/
67
inline int CollisionHandlerEvent::get_num_out_patterns(void) const;
436 15 get_out_pattern 0 4 592 38 CollisionHandlerEvent::get_out_pattern 0 1 159 146
/**
* Returns the nth pattern string that indicates how the event names are
* generated for each collision detected. See add_out_pattern().
*/
71
inline std::string CollisionHandlerEvent::get_out_pattern(int n) const;
437 0 0 0 0 0 0 0 0
0
438 0 0 0 0 0 0 0 0
0
439 0 0 0 0 0 0 0 0
0
440 5 clear 0 4 592 28 CollisionHandlerEvent::clear 0 1 160 541
/**
* Empties the list of elements that all colliders are known to be colliding
* with. No "out" events will be thrown; if the same collision is detected
* next frame, a new "in" event will be thrown for each collision.
*
* This can be called each frame to defeat the persistent "in" event
* mechanism, which prevents the same "in" event from being thrown repeatedly.
* However, also see add_again_pattern(), which can be used to set the event
* that is thrown when a collision is detected for two or more consecutive
* frames.
*/
40
void CollisionHandlerEvent::clear(void);
441 5 flush 0 4 592 28 CollisionHandlerEvent::flush 0 1 161 58
/**
* Same as clear() except "out" events are thrown.
*/
40
void CollisionHandlerEvent::flush(void);
442 14 get_class_type 0 4 592 37 CollisionHandlerEvent::get_class_type 0 1 162 0
62
static TypeHandle CollisionHandlerEvent::get_class_type(void);
443 22 ~CollisionHandlerEvent 0 4 592 45 CollisionHandlerEvent::~CollisionHandlerEvent 0 0 0
52
CollisionHandlerEvent::~CollisionHandlerEvent(void);
444 12 add_collider 0 4 595 38 CollisionHandlerPhysical::add_collider 0 2 163 164 556
/**
* Adds a new collider to the list with a NodePath that will be updated with
* the collider's new position, or updates the existing collider with a new
* NodePath object.
*/
/**
* Adds a new collider to the list with a NodePath that will be updated with
* the collider's new position, or updates the existing collider with a new
* NodePath object.
*
* The indicated DriveInterface will also be updated with the target's new
* transform each frame. This method should be used when the target is
* directly controlled by a DriveInterface.
*/
222
void CollisionHandlerPhysical::add_collider(NodePath const &collider, NodePath const &target);
void CollisionHandlerPhysical::add_collider(NodePath const &collider, NodePath const &target, DriveInterface *drive_interface);
445 15 remove_collider 0 4 595 41 CollisionHandlerPhysical::remove_collider 0 1 165 92
/**
* Removes the collider from the list of colliders that this handler knows
* about.
*/
73
bool CollisionHandlerPhysical::remove_collider(NodePath const &collider);
446 12 has_collider 0 4 595 38 CollisionHandlerPhysical::has_collider 0 1 166 94
/**
* Returns true if the handler knows about the indicated collider, false
* otherwise.
*/
76
bool CollisionHandlerPhysical::has_collider(NodePath const &collider) const;
447 15 clear_colliders 0 4 595 41 CollisionHandlerPhysical::clear_colliders 0 1 167 77
/**
* Completely empties the list of colliders this handler knows about.
*/
53
void CollisionHandlerPhysical::clear_colliders(void);
448 10 set_center 0 4 595 36 CollisionHandlerPhysical::set_center 0 1 168 269
/**
* Specifies an arbitrary NodePath that the handler is always considered to be
* facing. It does not detect collisions with surfaces that appear to be
* facing away from this NodePath. This works best when the collision
* surfaces in question are polygons.
*/
73
inline void CollisionHandlerPhysical::set_center(NodePath const &center);
449 12 clear_center 0 4 595 38 CollisionHandlerPhysical::clear_center 0 1 169 64
/**
* Clears the center NodePath specified with set_center.
*/
57
inline void CollisionHandlerPhysical::clear_center(void);
450 10 get_center 0 4 595 36 CollisionHandlerPhysical::get_center 0 1 170 114
/**
* Returns the NodePath specified with set_center, or the empty NodePath if
* nothing has been specified.
*/
72
inline NodePath const &CollisionHandlerPhysical::get_center(void) const;
451 10 has_center 0 4 595 36 CollisionHandlerPhysical::has_center 0 1 171 95
/**
* Returns true if a NodePath has been specified with set_center(), false
* otherwise.
*/
61
inline bool CollisionHandlerPhysical::has_center(void) const;
452 11 has_contact 0 4 595 37 CollisionHandlerPhysical::has_contact 0 1 172 255
/**
* Did the handler make any contacts with anything on the last collision pass?
* Depending on how your world is setup, this can be used to tell if the
* handler is out of the world (i.e. out of bounds). That is the original use
* of this call.
*/
62
inline bool CollisionHandlerPhysical::has_contact(void) const;
453 14 get_class_type 0 4 595 40 CollisionHandlerPhysical::get_class_type 0 1 173 0
65
static TypeHandle CollisionHandlerPhysical::get_class_type(void);
454 21 CollisionHandlerFloor 0 4 597 44 CollisionHandlerFloor::CollisionHandlerFloor 0 1 174 10
/**
*
*/
51
CollisionHandlerFloor::CollisionHandlerFloor(void);
455 10 set_offset 0 4 597 33 CollisionHandlerFloor::set_offset 0 1 175 166
/**
* 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.
*/
66
inline void CollisionHandlerFloor::set_offset(PN_stdfloat offset);
456 10 get_offset 0 4 597 33 CollisionHandlerFloor::get_offset 0 1 176 169
/**
* 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.
*/
65
inline PN_stdfloat CollisionHandlerFloor::get_offset(void) const;
457 9 set_reach 0 4 597 32 CollisionHandlerFloor::set_reach 0 1 177 82
/**
* Sets the reach to add to (or subtract from) the highest collision point
*/
64
inline void CollisionHandlerFloor::set_reach(PN_stdfloat reach);
458 9 get_reach 0 4 597 32 CollisionHandlerFloor::get_reach 0 1 178 85
/**
* Returns the reach to add to (or subtract from) the highest collision point
*/
64
inline PN_stdfloat CollisionHandlerFloor::get_reach(void) const;
459 16 set_max_velocity 0 4 597 39 CollisionHandlerFloor::set_max_velocity 0 1 179 199
/**
* 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.
*/
73
inline void CollisionHandlerFloor::set_max_velocity(PN_stdfloat max_vel);
460 16 get_max_velocity 0 4 597 39 CollisionHandlerFloor::get_max_velocity 0 1 180 160
/**
* 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().
*/
71
inline PN_stdfloat CollisionHandlerFloor::get_max_velocity(void) const;
461 14 get_class_type 0 4 597 37 CollisionHandlerFloor::get_class_type 0 1 181 0
62
static TypeHandle CollisionHandlerFloor::get_class_type(void);
462 22 CollisionHandlerPusher 0 4 598 46 CollisionHandlerPusher::CollisionHandlerPusher 0 1 182 10
/**
*
*/
53
CollisionHandlerPusher::CollisionHandlerPusher(void);
463 14 set_horizontal 0 4 598 38 CollisionHandlerPusher::set_horizontal 0 1 183 10
/**
*
*/
62
inline void CollisionHandlerPusher::set_horizontal(bool flag);
464 14 get_horizontal 0 4 598 38 CollisionHandlerPusher::get_horizontal 0 1 184 10
/**
*
*/
63
inline bool CollisionHandlerPusher::get_horizontal(void) const;
465 14 get_class_type 0 4 598 38 CollisionHandlerPusher::get_class_type 0 1 185 0
63
static TypeHandle CollisionHandlerPusher::get_class_type(void);
466 27 CollisionHandlerFluidPusher 0 4 599 56 CollisionHandlerFluidPusher::CollisionHandlerFluidPusher 0 1 186 10
/**
*
*/
63
CollisionHandlerFluidPusher::CollisionHandlerFluidPusher(void);
467 14 get_class_type 0 4 599 43 CollisionHandlerFluidPusher::get_class_type 0 1 187 0
68
static TypeHandle CollisionHandlerFluidPusher::get_class_type(void);
468 28 ~CollisionHandlerFluidPusher 0 4 599 57 CollisionHandlerFluidPusher::~CollisionHandlerFluidPusher 0 0 0
64
CollisionHandlerFluidPusher::~CollisionHandlerFluidPusher(void);
469 23 CollisionHandlerGravity 0 4 600 48 CollisionHandlerGravity::CollisionHandlerGravity 0 1 188 10
/**
*
*/
55
CollisionHandlerGravity::CollisionHandlerGravity(void);
470 10 set_offset 0 4 600 35 CollisionHandlerGravity::set_offset 0 1 189 166
/**
* 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.
*/
68
inline void CollisionHandlerGravity::set_offset(PN_stdfloat offset);
471 10 get_offset 0 4 600 35 CollisionHandlerGravity::get_offset 0 1 190 169
/**
* 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.
*/
67
inline PN_stdfloat CollisionHandlerGravity::get_offset(void) const;
472 9 set_reach 0 4 600 34 CollisionHandlerGravity::set_reach 0 1 191 82
/**
* Sets the reach to add to (or subtract from) the highest collision point
*/
66
inline void CollisionHandlerGravity::set_reach(PN_stdfloat reach);
473 9 get_reach 0 4 600 34 CollisionHandlerGravity::get_reach 0 1 192 85
/**
* Returns the reach to add to (or subtract from) the highest collision point
*/
66
inline PN_stdfloat CollisionHandlerGravity::get_reach(void) const;
474 19 get_airborne_height 0 4 600 44 CollisionHandlerGravity::get_airborne_height 0 1 193 238
/**
* 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()
*/
76
inline PN_stdfloat CollisionHandlerGravity::get_airborne_height(void) const;
475 12 is_on_ground 0 4 600 37 CollisionHandlerGravity::is_on_ground 0 1 194 33
/**
* Is the object at rest?
*/
62
inline bool CollisionHandlerGravity::is_on_ground(void) const;
476 19 get_impact_velocity 0 4 600 44 CollisionHandlerGravity::get_impact_velocity 0 1 195 282
/**
* 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.
*/
76
inline PN_stdfloat CollisionHandlerGravity::get_impact_velocity(void) const;
477 18 get_contact_normal 0 4 600 43 CollisionHandlerGravity::get_contact_normal 0 1 196 10
/**
*
*/
79
inline LVector3 const &CollisionHandlerGravity::get_contact_normal(void) const;
478 12 add_velocity 0 4 600 37 CollisionHandlerGravity::add_velocity 0 1 197 184
/**
* 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.
*/
72
inline void CollisionHandlerGravity::add_velocity(PN_stdfloat velocity);
479 12 set_velocity 0 4 600 37 CollisionHandlerGravity::set_velocity 0 1 198 46
/**
* Sets the current vertical velocity.
*/
72
inline void CollisionHandlerGravity::set_velocity(PN_stdfloat velocity);
480 12 get_velocity 0 4 600 37 CollisionHandlerGravity::get_velocity 0 1 199 354
/**
* 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()
*/
69
inline PN_stdfloat CollisionHandlerGravity::get_velocity(void) const;
481 11 set_gravity 0 4 600 36 CollisionHandlerGravity::set_gravity 0 1 200 56
/**
* Sets the linear gravity force (always plumb).
*/
70
inline void CollisionHandlerGravity::set_gravity(PN_stdfloat gravity);
482 11 get_gravity 0 4 600 36 CollisionHandlerGravity::get_gravity 0 1 201 56
/**
* Gets the linear gravity force (always plumb).
*/
68
inline PN_stdfloat CollisionHandlerGravity::get_gravity(void) const;
483 16 set_max_velocity 0 4 600 41 CollisionHandlerGravity::set_max_velocity 0 1 202 199
/**
* 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.
*/
75
inline void CollisionHandlerGravity::set_max_velocity(PN_stdfloat max_vel);
484 16 get_max_velocity 0 4 600 41 CollisionHandlerGravity::get_max_velocity 0 1 203 160
/**
* 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().
*/
73
inline PN_stdfloat CollisionHandlerGravity::get_max_velocity(void) const;
485 15 set_legacy_mode 0 4 600 40 CollisionHandlerGravity::set_legacy_mode 0 1 204 229
/**
* 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
*/
71
inline void CollisionHandlerGravity::set_legacy_mode(bool legacy_mode);
486 15 get_legacy_mode 0 4 600 40 CollisionHandlerGravity::get_legacy_mode 0 1 205 49
/**
* returns true if legacy mode is enabled
*/
65
inline bool CollisionHandlerGravity::get_legacy_mode(void) const;
487 14 get_class_type 0 4 600 39 CollisionHandlerGravity::get_class_type 0 1 206 0
64
static TypeHandle CollisionHandlerGravity::get_class_type(void);
488 28 CollisionHandlerHighestEvent 0 4 602 58 CollisionHandlerHighestEvent::CollisionHandlerHighestEvent 0 2 207 208 168
/**
* The default CollisionHandlerEvent will throw no events. Its pattern
* strings must first be set via a call to add_in_pattern() and/or
* add_out_pattern().
*/
180
CollisionHandlerHighestEvent::CollisionHandlerHighestEvent(void);
inline CollisionHandlerHighestEvent::CollisionHandlerHighestEvent(CollisionHandlerHighestEvent const &) = default;
489 14 get_class_type 0 4 602 44 CollisionHandlerHighestEvent::get_class_type 0 1 209 0
69
static TypeHandle CollisionHandlerHighestEvent::get_class_type(void);
490 29 ~CollisionHandlerHighestEvent 0 4 602 59 CollisionHandlerHighestEvent::~CollisionHandlerHighestEvent 0 0 0
66
CollisionHandlerHighestEvent::~CollisionHandlerHighestEvent(void);
491 21 CollisionHandlerQueue 0 4 603 44 CollisionHandlerQueue::CollisionHandlerQueue 0 2 210 211 10
/**
*
*/
145
CollisionHandlerQueue::CollisionHandlerQueue(void);
inline CollisionHandlerQueue::CollisionHandlerQueue(CollisionHandlerQueue const &) = default;
492 12 sort_entries 0 4 603 35 CollisionHandlerQueue::sort_entries 0 1 212 257
/**
* Sorts all the detected collisions front-to-back by
* from_intersection_point() so that those intersection points closest to the
* collider's origin (e.g., the center of the CollisionSphere, or the point_a
* of a CollisionSegment) appear first.
*/
47
void CollisionHandlerQueue::sort_entries(void);
493 13 clear_entries 0 4 603 36 CollisionHandlerQueue::clear_entries 0 1 213 50
/**
* Removes all the entries from the queue.
*/
48
void CollisionHandlerQueue::clear_entries(void);
494 15 get_num_entries 0 4 603 38 CollisionHandlerQueue::get_num_entries 0 1 214 69
/**
* Returns the number of CollisionEntries detected last pass.
*/
55
int CollisionHandlerQueue::get_num_entries(void) const;
495 9 get_entry 0 4 603 32 CollisionHandlerQueue::get_entry 0 1 215 61
/**
* Returns the nth CollisionEntry detected last pass.
*/
62
CollisionEntry *CollisionHandlerQueue::get_entry(int n) const;
496 0 0 0 0 0 0 0 0
0
497 6 output 0 4 603 29 CollisionHandlerQueue::output 0 1 216 10
/**
*
*/
60
void CollisionHandlerQueue::output(std::ostream &out) const;
498 5 write 0 4 603 28 CollisionHandlerQueue::write 0 1 217 10
/**
*
*/
81
void CollisionHandlerQueue::write(std::ostream &out, int indent_level = 0) const;
499 14 get_class_type 0 4 603 37 CollisionHandlerQueue::get_class_type 0 1 218 0
62
static TypeHandle CollisionHandlerQueue::get_class_type(void);
500 22 ~CollisionHandlerQueue 0 4 603 45 CollisionHandlerQueue::~CollisionHandlerQueue 0 0 0
52
CollisionHandlerQueue::~CollisionHandlerQueue(void);
501 15 CollisionSphere 0 4 605 32 CollisionSphere::CollisionSphere 0 2 219 220 114
/**
*
*/
/**
*
*/
/**
* Creates an invalid sphere. Only used when reading from a bam file.
*/
/**
*
*/
210
inline explicit CollisionSphere::CollisionSphere(LPoint3 const &center, PN_stdfloat radius);
inline explicit CollisionSphere::CollisionSphere(PN_stdfloat cx, PN_stdfloat cy, PN_stdfloat cz, PN_stdfloat radius);
502 10 set_center 0 4 605 27 CollisionSphere::set_center 0 2 221 222 22
/**
*
*/
/**
*
*/
149
inline void CollisionSphere::set_center(LPoint3 const &center);
inline void CollisionSphere::set_center(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
503 10 get_center 0 4 605 27 CollisionSphere::get_center 0 1 223 10
/**
*
*/
62
inline LPoint3 const &CollisionSphere::get_center(void) const;
504 10 set_radius 0 4 605 27 CollisionSphere::set_radius 0 1 224 10
/**
*
*/
60
inline void CollisionSphere::set_radius(PN_stdfloat radius);
505 10 get_radius 0 4 605 27 CollisionSphere::get_radius 0 1 225 10
/**
*
*/
59
inline PN_stdfloat CollisionSphere::get_radius(void) const;
506 14 get_class_type 0 4 605 31 CollisionSphere::get_class_type 0 1 226 0
56
static TypeHandle CollisionSphere::get_class_type(void);
507 16 ~CollisionSphere 0 4 605 33 CollisionSphere::~CollisionSphere 0 0 0
40
CollisionSphere::~CollisionSphere(void);
508 18 CollisionInvSphere 0 4 606 38 CollisionInvSphere::CollisionInvSphere 0 2 227 228 114
/**
*
*/
/**
*
*/
/**
* Creates an invalid sphere. Only used when reading from a bam file.
*/
/**
*
*/
222
inline explicit CollisionInvSphere::CollisionInvSphere(LPoint3 const &center, PN_stdfloat radius);
inline explicit CollisionInvSphere::CollisionInvSphere(PN_stdfloat cx, PN_stdfloat cy, PN_stdfloat cz, PN_stdfloat radius);
509 14 get_class_type 0 4 606 34 CollisionInvSphere::get_class_type 0 1 229 0
59
static TypeHandle CollisionInvSphere::get_class_type(void);
510 19 ~CollisionInvSphere 0 4 606 39 CollisionInvSphere::~CollisionInvSphere 0 0 0
46
CollisionInvSphere::~CollisionInvSphere(void);
511 12 CollisionRay 0 4 607 26 CollisionRay::CollisionRay 0 3 230 231 232 219
/**
* Creates an invalid ray. This isn't terribly useful; it's expected that the
* user will subsequently adjust the ray via set_origin()/set_direction() or
* set_from_lens().
*/
/**
*
*/
/**
*
*/
/**
*
*/
274
inline CollisionRay::CollisionRay(void);
inline explicit CollisionRay::CollisionRay(LPoint3 const &origin, LVector3 const &direction);
inline explicit CollisionRay::CollisionRay(PN_stdfloat ox, PN_stdfloat oy, PN_stdfloat oz, PN_stdfloat dx, PN_stdfloat dy, PN_stdfloat dz);
512 10 set_origin 0 4 607 24 CollisionRay::set_origin 0 2 233 234 22
/**
*
*/
/**
*
*/
143
inline void CollisionRay::set_origin(LPoint3 const &origin);
inline void CollisionRay::set_origin(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
513 10 get_origin 0 4 607 24 CollisionRay::get_origin 0 1 235 10
/**
*
*/
59
inline LPoint3 const &CollisionRay::get_origin(void) const;
514 13 set_direction 0 4 607 27 CollisionRay::set_direction 0 2 236 237 22
/**
*
*/
/**
*
*/
153
inline void CollisionRay::set_direction(LVector3 const &direction);
inline void CollisionRay::set_direction(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
515 13 get_direction 0 4 607 27 CollisionRay::get_direction 0 1 238 10
/**
*
*/
63
inline LVector3 const &CollisionRay::get_direction(void) const;
516 13 set_from_lens 0 4 607 27 CollisionRay::set_from_lens 0 2 239 240 591
/**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionRay so that it begins at the LensNode's near plane and extends to
* infinity, making it suitable for picking objects from the screen given a
* camera and a mouse location.
*/
/**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionRay so that it begins at the LensNode's near plane and extends to
* infinity, making it suitable for picking objects from the screen given a
* camera and a mouse location.
*
* Returns true if the point was acceptable, false otherwise.
*/
164
bool CollisionRay::set_from_lens(LensNode *camera, LPoint2 const &point);
inline bool CollisionRay::set_from_lens(LensNode *camera, PN_stdfloat px, PN_stdfloat py);
517 14 get_class_type 0 4 607 28 CollisionRay::get_class_type 0 1 241 0
53
static TypeHandle CollisionRay::get_class_type(void);
518 13 ~CollisionRay 0 4 607 27 CollisionRay::~CollisionRay 0 0 0
34
CollisionRay::~CollisionRay(void);
519 13 CollisionLine 0 4 608 28 CollisionLine::CollisionLine 0 3 242 243 244 221
/**
* Creates an invalid line. This isn't terribly useful; it's expected that
* the user will subsequently adjust the line via set_origin()/set_direction()
* or set_from_lens().
*/
/**
*
*/
/**
*
*/
/**
*
*/
280
inline CollisionLine::CollisionLine(void);
inline explicit CollisionLine::CollisionLine(LPoint3 const &origin, LVector3 const &direction);
inline explicit CollisionLine::CollisionLine(PN_stdfloat ox, PN_stdfloat oy, PN_stdfloat oz, PN_stdfloat dx, PN_stdfloat dy, PN_stdfloat dz);
520 14 get_class_type 0 4 608 29 CollisionLine::get_class_type 0 1 245 0
54
static TypeHandle CollisionLine::get_class_type(void);
521 14 ~CollisionLine 0 4 608 29 CollisionLine::~CollisionLine 0 0 0
36
CollisionLine::~CollisionLine(void);
522 17 CollisionParabola 0 4 609 36 CollisionParabola::CollisionParabola 0 2 246 247 163
/**
* Creates an invalid parabola.
*/
/**
* Creates a parabola with the endpoints between t1 and t2 in the parametric
* space of the parabola.
*/
/**
*
*/
163
inline CollisionParabola::CollisionParabola(void);
inline explicit CollisionParabola::CollisionParabola(LParabola const &parabola, PN_stdfloat t1, PN_stdfloat t2);
523 12 set_parabola 0 4 609 31 CollisionParabola::set_parabola 0 1 248 57
/**
* Replaces the parabola specified by this solid.
*/
71
inline void CollisionParabola::set_parabola(LParabola const &parabola);
524 12 get_parabola 0 4 609 31 CollisionParabola::get_parabola 0 1 249 56
/**
* Returns the parabola specified by this solid.
*/
68
inline LParabola const &CollisionParabola::get_parabola(void) const;
525 6 set_t1 0 4 609 25 CollisionParabola::set_t1 0 1 250 54
/**
* Changes the starting point on the parabola.
*/
54
inline void CollisionParabola::set_t1(PN_stdfloat t1);
526 6 get_t1 0 4 609 25 CollisionParabola::get_t1 0 1 251 54
/**
* Returns the starting point on the parabola.
*/
57
inline PN_stdfloat CollisionParabola::get_t1(void) const;
527 6 set_t2 0 4 609 25 CollisionParabola::set_t2 0 1 252 52
/**
* Changes the ending point on the parabola.
*/
54
inline void CollisionParabola::set_t2(PN_stdfloat t2);
528 6 get_t2 0 4 609 25 CollisionParabola::get_t2 0 1 253 52
/**
* Returns the ending point on the parabola.
*/
57
inline PN_stdfloat CollisionParabola::get_t2(void) const;
529 14 get_class_type 0 4 609 33 CollisionParabola::get_class_type 0 1 254 0
58
static TypeHandle CollisionParabola::get_class_type(void);
530 18 ~CollisionParabola 0 4 609 37 CollisionParabola::~CollisionParabola 0 0 0
44
CollisionParabola::~CollisionParabola(void);
531 16 CollisionSegment 0 4 613 34 CollisionSegment::CollisionSegment 0 3 255 256 257 227
/**
* Creates an invalid segment. This isn't terribly useful; it's expected that
* the user will subsequently adjust the segment via
* set_origin()/set_direction() or set_from_lens().
*/
/**
*
*/
/**
*
*/
/**
*
*/
285
inline CollisionSegment::CollisionSegment(void);
inline explicit CollisionSegment::CollisionSegment(LPoint3 const &a, LPoint3 const &db);
inline explicit CollisionSegment::CollisionSegment(PN_stdfloat ax, PN_stdfloat ay, PN_stdfloat az, PN_stdfloat bx, PN_stdfloat by, PN_stdfloat bz);
532 11 set_point_a 0 4 613 29 CollisionSegment::set_point_a 0 2 258 259 22
/**
*
*/
/**
*
*/
148
inline void CollisionSegment::set_point_a(LPoint3 const &a);
inline void CollisionSegment::set_point_a(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
533 11 get_point_a 0 4 613 29 CollisionSegment::get_point_a 0 1 260 10
/**
*
*/
64
inline LPoint3 const &CollisionSegment::get_point_a(void) const;
534 11 set_point_b 0 4 613 29 CollisionSegment::set_point_b 0 2 261 262 22
/**
*
*/
/**
*
*/
148
inline void CollisionSegment::set_point_b(LPoint3 const &b);
inline void CollisionSegment::set_point_b(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
535 11 get_point_b 0 4 613 29 CollisionSegment::get_point_b 0 1 263 10
/**
*
*/
64
inline LPoint3 const &CollisionSegment::get_point_b(void) const;
536 13 set_from_lens 0 4 613 31 CollisionSegment::set_from_lens 0 2 264 265 609
/**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionSegment so that it begins at the LensNode's near plane and extends
* to the far plane, making it suitable for picking objects from the screen
* given a camera and a mouse location.
*/
/**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionSegment so that it begins at the LensNode's near plane and extends
* to the far plane, making it suitable for picking objects from the screen
* given a camera and a mouse location.
*
* Returns true if the point was acceptable, false otherwise.
*/
172
bool CollisionSegment::set_from_lens(LensNode *camera, LPoint2 const &point);
inline bool CollisionSegment::set_from_lens(LensNode *camera, PN_stdfloat px, PN_stdfloat py);
537 14 get_class_type 0 4 613 32 CollisionSegment::get_class_type 0 1 266 0
57
static TypeHandle CollisionSegment::get_class_type(void);
538 17 ~CollisionSegment 0 4 613 35 CollisionSegment::~CollisionSegment 0 0 0
42
CollisionSegment::~CollisionSegment(void);
539 19 upcast_to_PandaNode 0 12 615 40 CollisionVisualizer::upcast_to_PandaNode 0 1 275 44
upcast from CollisionVisualizer to PandaNode
58
PandaNode *CollisionVisualizer::upcast_to_PandaNode(void);
540 31 downcast_to_CollisionVisualizer 0 12 567 42 PandaNode::downcast_to_CollisionVisualizer 0 0 46
downcast from PandaNode to CollisionVisualizer
70
CollisionVisualizer *PandaNode::downcast_to_CollisionVisualizer(void);
541 27 upcast_to_CollisionRecorder 0 12 615 48 CollisionVisualizer::upcast_to_CollisionRecorder 0 1 276 52
upcast from CollisionVisualizer to CollisionRecorder
74
CollisionRecorder *CollisionVisualizer::upcast_to_CollisionRecorder(void);
542 31 downcast_to_CollisionVisualizer 0 12 577 50 CollisionRecorder::downcast_to_CollisionVisualizer 0 0 54
downcast from CollisionRecorder to CollisionVisualizer
78
CollisionVisualizer *CollisionRecorder::downcast_to_CollisionVisualizer(void);
543 19 CollisionVisualizer 0 4 615 40 CollisionVisualizer::CollisionVisualizer 0 2 267 268 40
/**
*
*/
/**
* Copy constructor.
*/
150
explicit CollisionVisualizer::CollisionVisualizer(std::string const &name);
CollisionVisualizer::CollisionVisualizer(CollisionVisualizer const &copy);
544 20 ~CollisionVisualizer 0 6 615 41 CollisionVisualizer::~CollisionVisualizer 0 0 10
/**
*
*/
56
virtual CollisionVisualizer::~CollisionVisualizer(void);
545 15 set_point_scale 0 4 615 36 CollisionVisualizer::set_point_scale 0 1 269 412
/**
* Scales the points that are drawn to represent the surface and interior
* intersection points of the collisions. By default, these objects are drawn
* at an arbitrary scale which is appropriate if the window units are the
* default range -1 .. 1. Change this scale accordinatly if the window units
* are measured on some other scale or if you need to observe these objects in
* a smaller window.
*/
74
inline void CollisionVisualizer::set_point_scale(PN_stdfloat point_scale);
546 15 get_point_scale 0 4 615 36 CollisionVisualizer::get_point_scale 0 1 270 59
/**
* Returns the value last set by set_point_scale().
*/
68
inline PN_stdfloat CollisionVisualizer::get_point_scale(void) const;
547 16 set_normal_scale 0 4 615 37 CollisionVisualizer::set_normal_scale 0 1 271 370
/**
* Scales the line segments that are drawn to represent the normals of the
* collisions. By default, these objects are drawn at an arbitrary scale
* which is appropriate if the scene units are measured in feet. Change this
* scale accordinatly if the scene units are measured on some other scale or
* if you need to observe these normals from farther away.
*/
76
inline void CollisionVisualizer::set_normal_scale(PN_stdfloat normal_scale);
548 16 get_normal_scale 0 4 615 37 CollisionVisualizer::get_normal_scale 0 1 272 60
/**
* Returns the value last set by set_normal_scale().
*/
69
inline PN_stdfloat CollisionVisualizer::get_normal_scale(void) const;
549 5 clear 0 4 615 26 CollisionVisualizer::clear 0 1 273 110
/**
* Removes all the visualization data from a previous traversal and resets the
* visualizer to empty.
*/
38
void CollisionVisualizer::clear(void);
550 14 get_class_type 0 4 615 35 CollisionVisualizer::get_class_type 0 1 274 0
60
static TypeHandle CollisionVisualizer::get_class_type(void);
276
1 0 0 7 3 616 0 0 0 1 4 this 3 581
2 0 0 4 7 618 0 0 295 /**
* 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.
*/ 2 4 this 3 617 8 tangible 1 555
3 0 0 6 8 555 0 0 266 /**
* 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.
*/ 1 4 this 3 581
4 0 0 4 11 618 0 0 388 /**
* 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.
*/ 2 4 this 3 617 16 effective_normal 1 619
5 0 0 4 12 618 0 0 71 /**
* Removes the normal previously set by set_effective_normal().
*/ 1 4 this 3 617
6 0 0 6 13 555 0 0 98 /**
* Returns true if a special normal was set by set_effective_normal(), false
* otherwise.
*/ 1 4 this 3 581
7 0 0 6 14 619 0 0 145 /**
* Returns the normal that was set by set_effective_normal(). It is an error
* to call this unless has_effective_normal() returns true.
*/ 1 4 this 3 581
8 0 0 4 15 618 0 0 296 /**
* 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.
*/ 2 4 this 3 617 24 respect_effective_normal 1 555
9 0 0 6 16 555 0 0 46 /**
* See set_respect_effective_normal().
*/ 1 4 this 3 581
10 0 0 7 18 622 0 0 47 /**
* Returns the solid's bounding volume.
*/ 1 4 this 3 581
11 0 0 4 19 618 0 0 47 /**
* Returns the solid's bounding volume.
*/ 2 4 this 3 617 15 bounding_volume 1 622
12 0 0 4 22 618 0 0 10 /**
*
*/ 2 4 this 3 581 3 out 1 623
13 0 0 4 23 618 0 0 10 /**
*
*/ 3 4 this 3 581 3 out 1 623 12 indent_level 1 572
14 0 0 7 24 626 0 0 0 0
15 0 0 7 26 628 304 0 59 /**
* Create the Box by Specifying the Diagonal Points
*/ 2 3 min 1 627 3 max 1 627
16 0 0 7 26 628 304 0 106 /**
* Create the Box by giving a Center and distances of each of the sides of
* box from the Center.
*/ 4 6 center 1 627 1 x 1 562 1 y 1 562 1 z 1 562
17 0 0 6 27 572 0 0 68 /**
* Returns 8: the number of vertices of a rectangular solid.
*/ 1 4 this 3 629
18 0 0 7 28 616 0 0 67 /**
* Returns the nth vertex of the Axis Aligned Bounding Box.
*/ 2 4 this 3 629 1 n 1 572
19 0 0 7 29 616 0 0 45 /**
* Returns the nth vertex of the OBB.
*/ 2 4 this 3 629 1 n 1 572
20 0 0 6 30 572 0 0 65 /**
* Returns 6: the number of faces of a rectangular solid.
*/ 1 4 this 3 629
21 0 0 7 31 631 0 0 57 /**
* Creates the nth face of the rectangular solid.
*/ 2 4 this 3 629 1 n 1 572
22 0 0 7 32 631 0 0 57 /**
* Returns the nth face of the rectangular solid.
*/ 2 4 this 3 629 1 n 1 572
23 0 0 4 33 618 0 0 10 /**
*
*/ 2 4 this 3 628 6 center 1 627
24 0 0 4 33 618 0 0 10 /**
*
*/ 4 4 this 3 628 1 x 1 562 1 y 1 562 1 z 1 562
25 0 0 6 34 627 0 0 10 /**
*
*/ 1 4 this 3 629
26 0 0 6 35 627 0 0 10 /**
*
*/ 1 4 this 3 629
27 0 0 6 36 627 0 0 10 /**
*
*/ 1 4 this 3 629
28 0 0 7 37 632 0 0 10 /**
*
*/ 1 4 this 3 629
29 0 0 7 45 626 0 0 0 0
30 0 0 7 48 633 313 0 10 /**
*
*/ 3 1 a 1 627 2 db 1 627 6 radius 1 562
31 0 0 7 48 633 313 0 10 /**
*
*/ 7 2 ax 1 562 2 ay 1 562 2 az 1 562 2 bx 1 562 2 by 1 562 2 bz 1 562 6 radius 1 562
32 0 0 4 49 618 0 0 10 /**
*
*/ 2 4 this 3 633 1 a 1 627
33 0 0 4 49 618 0 0 10 /**
*
*/ 4 4 this 3 633 1 x 1 562 1 y 1 562 1 z 1 562
34 0 0 6 50 627 0 0 10 /**
*
*/ 1 4 this 3 634
35 0 0 4 51 618 0 0 10 /**
*
*/ 2 4 this 3 633 1 b 1 627
36 0 0 4 51 618 0 0 10 /**
*
*/ 4 4 this 3 633 1 x 1 562 1 y 1 562 1 z 1 562
37 0 0 6 52 627 0 0 10 /**
*
*/ 1 4 this 3 634
38 0 0 4 53 618 0 0 10 /**
*
*/ 2 4 this 3 633 6 radius 1 562
39 0 0 6 54 562 0 0 10 /**
*
*/ 1 4 this 3 634
40 0 0 7 60 626 0 0 0 0
41 0 0 7 65 638 316 0 0 1 6 param0 0 636
42 0 0 7 64 626 0 0 0 0
43 0 0 7 69 583 0 0 10 /**
*
*/ 1 4 name 1 639
44 0 0 4 70 618 0 0 98 /**
* Simultaneously sets both the "from" and "into" CollideMask values to the
* same thing.
*/ 2 4 this 3 583 4 mask 1 640
45 0 0 4 71 618 0 0 222 /**
* Sets the "from" CollideMask. In order for a collision to be detected from
* this object into another object, the intersection of this object's "from"
* mask and the other object's "into" mask must be nonzero.
*/ 2 4 this 3 583 4 mask 1 640
46 0 0 4 72 618 0 0 222 /**
* Sets the "into" CollideMask. In order for a collision to be detected from
* another object into this object, the intersection of the other object's
* "from" mask and this object's "into" mask must be nonzero.
*/ 2 4 this 3 583 4 mask 1 640
47 0 0 7 73 640 0 0 233 /**
* Returns the current "from" CollideMask. In order for a collision to be
* detected from this object into another object, the intersection of this
* object's "from" mask and the other object's "into" mask must be nonzero.
*/ 1 4 this 3 641
48 0 0 7 74 640 0 0 233 /**
* Returns the current "into" CollideMask. In order for a collision to be
* detected from another object into this object, the intersection of the
* other object's "from" mask and this object's "into" mask must be nonzero.
*/ 1 4 this 3 641
49 0 0 4 80 618 0 0 44 /**
* Removes all solids from the node.
*/ 1 4 this 3 583
50 0 0 6 81 643 0 0 10 /**
*
*/ 1 4 this 3 641
51 0 0 7 82 581 0 0 10 /**
*
*/ 2 4 this 3 641 1 n 1 643
52 0 0 7 84 617 0 0 10 /**
*
*/ 2 4 this 3 583 1 n 1 643
53 0 0 4 85 618 0 0 55 /**
* Replaces the solid with the indicated index.
*/ 3 4 this 3 583 1 n 1 643 5 solid 1 617
54 0 0 4 86 618 0 0 77 /**
* Inserts the indicated solid to the node at the indicated position.
*/ 3 4 this 3 583 1 n 1 643 5 solid 1 581
55 0 0 4 87 618 0 0 110 /**
* Removes the solid with the indicated index. This will shift all subsequent
* indices down by one.
*/ 2 4 this 3 583 1 n 1 643
56 0 0 6 88 643 0 0 121 /**
* Adds the indicated solid to the node. Returns the index of the new solid
* within the node's list of solids.
*/ 2 4 this 3 583 5 solid 1 581
57 0 0 6 92 572 0 0 114 /**
* Returns the collider_sort value that has been set for this particular node.
* See set_collider_sort().
*/ 1 4 this 3 641
58 0 0 4 93 618 0 0 594 /**
* Sets a particular collider_sort value on this node. This controls the
* order in which colliders (that is, "from nodes") are grouped together for
* the collision traversal.
*
* If there are 32 or fewer colliders added to any particular
* CollisionTraverser, then this value has no meaning. It is only useful if
* there are many colliders, which may force the CollisionTraverser to make
* multiple passes through the data; in that case, it may be a useful
* optimization to group colliders that have similar bounding volumes together
* (by giving them similar sort values).
*/ 2 4 this 3 583 4 sort 1 572
59 0 0 7 96 640 0 0 80 /**
* Returns the default into_collide_mask assigned to new CollisionNodes.
*/ 0
60 0 0 7 98 626 0 0 0 0
61 0 0 7 101 647 337 0 0 1 6 param0 0 645
62 0 0 7 101 647 337 0 10 /**
*
*/ 1 4 name 1 639
63 0 0 4 103 618 0 0 370 /**
* Sets the flag that indicates whether the prev_transform stored on a node
* (as updated via set_fluid_pos(), etc.) is respected to calculate
* collisions. If this is true, certain types of collision tests will be
* enhanced by the information about objects in motion. If this is false,
* objects are always considered to be static. The default is false.
*/ 2 4 this 3 647 4 flag 1 555
64 0 0 6 104 555 0 0 162 /**
* Returns the flag that indicates whether the prev_transform stored on a node
* is respected to calculate collisions. See set_respect_prev_transform().
*/ 1 4 this 3 645
65 0 0 4 106 618 0 0 437 /**
* Adds a new CollisionNode, representing an object that will be tested for
* collisions into other objects, along with the handler that will serve each
* detected collision. Each CollisionNode may be served by only one handler
* at a time, but a given handler may serve many CollisionNodes.
*
* The handler that serves a particular node may be changed from time to time
* by calling add_collider() again on the same node.
*/ 3 4 this 3 647 8 collider 1 648 7 handler 1 638
66 0 0 6 107 555 0 0 263 /**
* Removes the collider (and its associated handler) from the set of
* CollisionNodes that will be tested each frame for collisions into other
* objects. Returns true if the definition was found and removed, false if it
* wasn't present to begin with.
*/ 2 4 this 3 647 8 collider 1 648
67 0 0 6 108 555 0 0 145 /**
* Returns true if the indicated node is current in the set of nodes that will
* be tested each frame for collisions into other objects.
*/ 2 4 this 3 645 8 collider 1 648
68 0 0 6 109 572 0 0 108 /**
* Returns the number of CollisionNodes that have been added to the traverser
* via add_collider().
*/ 1 4 this 3 645
69 0 0 7 110 649 0 0 100 /**
* Returns the nth CollisionNode that has been added to the traverser via
* add_collider().
*/ 2 4 this 3 645 1 n 1 572
70 0 0 7 112 638 316 0 169 /**
* Returns the handler that is currently assigned to serve the indicated
* collision node, or NULL if the node is not on the traverser's set of active
* nodes.
*/ 2 4 this 3 645 8 collider 1 648
71 0 0 4 113 618 0 0 90 /**
* Completely empties the set of collision nodes and their associated
* handlers.
*/ 1 4 this 3 647
72 0 0 4 117 618 0 0 10 /**
*
*/ 2 4 this 3 647 4 root 1 648
73 0 0 4 118 618 0 0 777 /**
* Uses the indicated CollisionRecorder object to start recording the
* intersection tests made by each subsequent call to traverse() on this
* object. A particular CollisionRecorder object can only record one
* traverser at a time; if this object has already been assigned to another
* traverser, that assignment is broken.
*
* This is intended to be used in a debugging mode to try to determine what
* work is being performed by the collision traversal. Usually, attaching a
* recorder will impose significant runtime overhead.
*
* This does not transfer ownership of the CollisionRecorder pointer;
* maintenance of that remains the caller's responsibility. If the
* CollisionRecorder is destructed, it will cleanly remove itself from the
* traverser.
*/ 2 4 this 3 647 8 recorder 1 576
74 0 0 6 119 555 0 0 120 /**
* Returns true if the CollisionTraverser has a CollisionRecorder object
* currently assigned, false otherwise.
*/ 1 4 this 3 645
75 0 0 6 120 576 0 0 99 /**
* Returns the CollisionRecorder currently assigned, or NULL if no recorder is
* assigned.
*/ 1 4 this 3 645
76 0 0 4 121 618 0 0 107 /**
* Removes the CollisionRecorder from the traverser and restores normal low-
* overhead operation.
*/ 1 4 this 3 647
77 0 0 7 128 650 544 0 300 /**
* This is a high-level function to create a CollisionVisualizer object to
* render the collision tests performed by this traverser. The supplied root
* should be any node in the scene graph; typically, the top node (e.g.
* render). The CollisionVisualizer will be attached to this node.
*/ 2 4 this 3 647 4 root 1 648
78 0 0 4 129 618 0 0 69 /**
* Undoes the effect of a previous call to show_collisions().
*/ 1 4 this 3 647
79 0 0 4 130 618 0 0 10 /**
*
*/ 2 4 this 3 645 3 out 1 623
80 0 0 4 131 618 0 0 10 /**
*
*/ 3 4 this 3 645 3 out 1 623 12 indent_level 1 572
81 0 0 7 132 626 0 0 0 0
82 0 0 4 126 618 0 0 10 /**
*
*/ 2 4 this 3 651 3 out 1 623
83 0 0 7 127 626 0 0 0 0
84 0 0 7 135 581 0 0 104 /**
* Returns the CollisionSolid pointer for the particular solid that triggered
* this collision.
*/ 1 4 this 3 653
85 0 0 6 136 555 0 0 288 /**
* Returns true if the "into" solid is, in fact, a CollisionSolid, and its
* pointer is known (in which case get_into() may be called to retrieve it).
* If this returns false, the collision was detected into a GeomNode, and
* there is no CollisionSolid pointer to be retrieved.
*/ 1 4 this 3 653
86 0 0 7 137 581 0 0 243 /**
* Returns the CollisionSolid pointer for the particular solid was collided
* into. This pointer might be NULL if the collision was into a piece of
* visible geometry, instead of a normal CollisionSolid collision; see
* has_into().
*/ 1 4 this 3 653
87 0 0 7 138 583 0 0 182 /**
* Returns the node that contains the CollisionSolid that triggered this
* collision. This will be a node that has been added to a CollisionTraverser
* via add_collider().
*/ 1 4 this 3 653
88 0 0 7 139 584 0 0 254 /**
* Returns the node that contains the CollisionSolid that was collided into.
* This returns a PandaNode pointer instead of something more specific,
* because it might be either a CollisionNode or a GeomNode.
*
* Also see get_into_node_path().
*/ 1 4 this 3 653
89 0 0 7 140 649 0 0 224 /**
* Returns the NodePath that represents the CollisionNode that contains the
* CollisionSolid that triggered this collision. This will be a NodePath that
* has been added to a CollisionTraverser via add_collider().
*/ 1 4 this 3 653
90 0 0 7 141 649 0 0 338 /**
* Returns the NodePath that represents the specific CollisionNode or GeomNode
* instance that was collided into. This is the same node returned by
* get_into_node(), represented as a NodePath; however, it may be more useful
* because the NodePath can resolve the particular instance of the node, if
* there is more than one.
*/ 1 4 this 3 653
91 0 0 4 142 618 0 0 82 /**
* Sets a time value for this collision relative to other CollisionEntries
*/ 2 4 this 3 604 1 t 1 562
92 0 0 6 143 562 0 0 83 /**
* returns time value for this collision relative to other CollisionEntries
*/ 1 4 this 3 653
93 0 0 6 144 555 0 0 188 /**
* returns true if this represents an actual collision as opposed to a
* potential collision, needed for iterative collision resolution where path
* of collider changes mid-frame
*/ 1 4 this 3 653
94 0 0 4 145 618 0 0 45 /**
* prepare for another collision test
*/ 1 4 this 3 604
95 0 0 6 146 555 0 0 203 /**
* Returns true if the collision was detected by a CollisionTraverser whose
* respect_prev_transform flag was set true, meaning we should consider motion
* significant in evaluating collisions.
*/ 1 4 this 3 653
96 0 0 4 147 618 0 0 178 /**
* Stores the point, on the surface of the "into" object, at which a collision
* is detected.
*
* This point is specified in the coordinate space of the "into" object.
*/ 2 4 this 3 604 5 point 1 627
97 0 0 4 148 618 0 0 171 /**
* Stores the surface normal of the "into" object at the point of the
* intersection.
*
* This normal is specified in the coordinate space of the "into" object.
*/ 2 4 this 3 604 6 normal 1 619
98 0 0 4 149 618 0 0 352 /**
* Stores the point, within the interior of the "into" object, which
* represents the depth to which the "from" object has penetrated. This can
* also be described as the intersection point on the surface of the "from"
* object (which is inside the "into" object).
*
* This point is specified in the coordinate space of the "into" object.
*/ 2 4 this 3 604 5 point 1 627
99 0 0 6 150 555 0 0 174 /**
* Returns true if the surface point has been specified, false otherwise. See
* get_surface_point(). Some types of collisions may not compute the surface
* point.
*/ 1 4 this 3 653
100 0 0 6 151 555 0 0 176 /**
* Returns true if the surface normal has been specified, false otherwise.
* See get_surface_normal(). Some types of collisions may not compute the
* surface normal.
*/ 1 4 this 3 653
101 0 0 6 152 555 0 0 176 /**
* Returns true if the interior point has been specified, false otherwise.
* See get_interior_point(). Some types of collisions may not compute the
* interior point.
*/ 1 4 this 3 653
102 0 0 4 153 618 0 0 190 /**
* Stores the position of the "from" object at the instant at which the
* collision is first detected.
*
* This position is specified in the coordinate space of the "into" object.
*/ 2 4 this 3 604 3 pos 1 627
103 0 0 4 154 618 0 0 154 /**
* Stores the surface normal of the "into" object at the contact pos.
*
* This normal is specified in the coordinate space of the "into" object.
*/ 2 4 this 3 604 6 normal 1 619
104 0 0 6 155 555 0 0 172 /**
* Returns true if the contact position has been specified, false otherwise.
* See get_contact_pos(). Some types of collisions may not compute the
* contact pos.
*/ 1 4 this 3 653
105 0 0 6 156 555 0 0 176 /**
* Returns true if the contact normal has been specified, false otherwise.
* See get_contact_normal(). Some types of collisions may not compute the
* contact normal.
*/ 1 4 this 3 653
106 0 0 7 157 616 0 0 330 /**
* Returns the point, on the surface of the "into" object, at which a
* collision is detected. This can be thought of as the first point of
* intersection. However the contact point is the actual first point of
* intersection.
*
* The point will be converted into whichever coordinate space the caller
* specifies.
*/ 2 4 this 3 653 5 space 1 648
107 0 0 7 158 632 0 0 200 /**
* Returns the surface normal of the "into" object at the point at which a
* collision is detected.
*
* The normal will be converted into whichever coordinate space the caller
* specifies.
*/ 2 4 this 3 653 5 space 1 648
108 0 0 7 159 616 0 0 431 /**
* Returns the point, within the interior of the "into" object, which
* represents the depth to which the "from" object has penetrated. This can
* also be described as the intersection point on the surface of the "from"
* object (which is inside the "into" object). It can be thought of as the
* deepest point of intersection.
*
* The point will be converted into whichever coordinate space the caller
* specifies.
*/ 2 4 this 3 653 5 space 1 648
109 0 0 6 160 555 0 0 244 /**
* Simultaneously transforms the surface point, surface normal, and interior
* point of the collision into the indicated coordinate space.
*
* Returns true if all three properties are available, or false if any one of
* them is not.
*/ 5 4 this 3 653 5 space 1 648 13 surface_point 1 616 14 surface_normal 1 632 14 interior_point 1 616
110 0 0 7 161 616 0 0 200 /**
* Returns the position of the "from" object at the instant that a collision
* is first detected.
*
* The position will be converted into whichever coordinate space the caller
* specifies.
*/ 2 4 this 3 653 5 space 1 648
111 0 0 7 162 632 0 0 175 /**
* Returns the surface normal of the "into" object at the contact position.
*
* The normal will be converted into whichever coordinate space the caller
* specifies.
*/ 2 4 this 3 653 5 space 1 648
112 0 0 6 163 555 0 0 230 /**
* Simultaneously transforms the contact position and contact normal of the
* collision into the indicated coordinate space.
*
* Returns true if all three properties are available, or false if any one of
* them is not.
*/ 4 4 this 3 653 5 space 1 648 11 contact_pos 1 616 14 contact_normal 1 632
113 0 0 4 164 618 0 0 10 /**
*
*/ 2 4 this 3 653 3 out 1 623
114 0 0 4 165 618 0 0 10 /**
*
*/ 3 4 this 3 653 3 out 1 623 12 indent_level 1 572
115 0 0 7 178 626 0 0 0 0
116 0 0 7 181 657 400 0 10 /**
*
*/ 1 4 copy 1 655
117 0 0 7 181 657 400 0 10 /**
*
*/ 1 5 plane 1 658
118 0 0 7 182 632 0 0 10 /**
*
*/ 1 4 this 3 655
119 0 0 6 183 562 0 0 10 /**
*
*/ 2 4 this 3 655 5 point 1 627
120 0 0 4 184 618 0 0 10 /**
*
*/ 2 4 this 3 657 5 plane 1 658
121 0 0 6 185 658 0 0 10 /**
*
*/ 1 4 this 3 655
122 0 0 4 186 618 0 0 57 /**
* Convenience method to flip the plane in-place.
*/ 1 4 this 3 657
123 0 0 7 192 626 0 0 0 0
124 0 0 7 195 659 411 0 144 /**
* This is only for the convenience of CollisionPolygon. Normally, you should
* not attempt to create an uninitialized CollisionPlane.
*/ 0
125 0 0 4 196 618 0 0 47 /**
* store away a vertex to index against
*/ 2 4 this 3 659 4 vert 1 627
126 0 0 4 197 618 0 0 42 /**
* store a triangle for processing
*/ 4 4 this 3 659 6 pointA 1 660 6 pointB 1 660 6 pointC 1 660
127 0 0 6 198 660 0 0 0 1 4 this 3 661
128 0 0 6 199 627 0 0 0 2 4 this 3 661 5 index 1 660
129 0 0 6 201 660 0 0 0 1 4 this 3 661
130 0 0 7 202 663 0 0 0 2 4 this 3 661 5 index 1 660
131 0 0 7 209 626 0 0 0 0
132 0 0 7 212 664 420 0 10 /**
*
*/ 2 5 begin 1 627 3 end 1 627
133 0 0 7 212 664 420 0 10 /**
*
*/ 3 1 a 1 665 1 b 1 665 1 c 1 665
134 0 0 7 212 664 420 0 10 /**
*
*/ 4 1 a 1 665 1 b 1 665 1 c 1 665 1 d 1 665
135 0 0 6 213 643 0 0 66 /**
* Returns the number of vertices of the CollisionPolygon.
*/ 1 4 this 3 669
136 0 0 7 214 616 0 0 82 /**
* Returns the nth vertex of the CollisionPolygon, expressed in 3-D space.
*/ 2 4 this 3 669 1 n 1 643
137 0 0 6 216 555 0 0 338 /**
* Verifies that the indicated set of points will define a valid
* CollisionPolygon: that is, at least three non-collinear points, with no
* points repeated.
*
* This does not check that the polygon defined is convex; that check is made
* later, once we have projected the points to 2-d space where the decision is
* easier.
*/ 2 5 begin 1 627 3 end 1 627
138 0 0 6 216 555 0 0 167 /**
* Verifies that the indicated set of points will define a valid
* CollisionPolygon: that is, at least three non-collinear points, with no
* points repeated.
*/ 3 1 a 1 627 1 b 1 627 1 c 1 627
139 0 0 6 216 555 0 0 167 /**
* Verifies that the indicated set of points will define a valid
* CollisionPolygon: that is, at least three non-collinear points, with no
* points repeated.
*/ 4 1 a 1 627 1 b 1 627 1 c 1 627 1 d 1 627
140 0 0 6 217 555 0 0 122 /**
* Returns true if the CollisionPolygon is valid (that is, it has at least
* three vertices), or false otherwise.
*/ 1 4 this 3 669
141 0 0 6 218 555 0 0 106 /**
* Returns true if the CollisionPolygon appears to be concave, or false if it
* is safely convex.
*/ 1 4 this 3 669
142 0 0 7 223 626 0 0 0 0
143 0 0 7 226 671 443 0 168 /**
* The default CollisionHandlerEvent will throw no events. Its pattern
* strings must first be set via a call to add_in_pattern() and/or
* add_out_pattern().
*/ 0
144 0 0 7 226 671 443 0 0 1 6 param0 0 672
145 0 0 4 227 618 0 0 80 /**
* Removes all of the previously-added in patterns. See add_in_pattern.
*/ 1 4 this 3 671
146 0 0 4 228 618 0 0 1586 /**
* Adds a pattern string to the list of events that will be generated in
* response to a collision. The pattern string describes how the event name
* will be composed. It is a string that may contain any of the following:
*
* %fn - the name of the "from" object's node %in - the name of the "into"
* object's node %fs - 't' if "from" is tangible, 'i' if intangible %is -
* 't' if "into" is tangible, 'i' if intangible %ig - 'c' if the collision is
* into a CollisionNode, 'g' if it is a geom.
*
* %(tag)fh - generate event only if "from" node has the indicated net tag.
* %(tag)fx - generate event only if "from" node does not have the indicated
* net tag. %(tag)ih - generate event only if "into" node has the indicated
* net tag. %(tag)ix - generate event only if "into" node does not have the
* indicated net tag. %(tag)ft - the indicated net tag value of the "from"
* node. %(tag)it - the indicated net tag value of the "into" node.
*
* Parentheses in the above are literal and should be included in the actual
* pattern.
*
* The event name will be based on the in_pattern string specified here, with
* all occurrences of the above strings replaced with the corresponding
* values.
*
* In general, the in_pattern event is thrown on the first detection of a
* collision between two particular nodes. In subsequent passes, as long as a
* collision between those two nodes continues to be detected each frame, the
* again_pattern is thrown. The first frame in which the collision is no
* longer detected, the out_pattern event is thrown.
*/ 2 4 this 3 671 10 in_pattern 1 639
147 0 0 4 229 618 0 0 141 /**
* This method is deprecated; it completely replaces all the in patterns that
* have previously been set with the indicated pattern.
*/ 2 4 this 3 671 10 in_pattern 1 639
148 0 0 6 230 572 0 0 73 /**
* Returns the number of in pattern strings that have been added.
*/ 1 4 this 3 672
149 0 0 6 231 639 0 0 145 /**
* Returns the nth pattern string that indicates how the event names are
* generated for each collision detected. See add_in_pattern().
*/ 2 4 this 3 672 1 n 1 572
150 0 0 4 233 618 0 0 83 /**
* Removes all of the previously-added in patterns. See add_again_pattern.
*/ 1 4 this 3 671
151 0 0 4 234 618 0 0 649 /**
* Adds the pattern string that indicates how the event names are generated
* when a collision between two particular nodes is *still* detected. This
* event is thrown each consecutive time a collision between two particular
* nodes is detected, starting with the second time.
*
* In general, the in_pattern event is thrown on the first detection of a
* collision between two particular nodes. In subsequent passes, as long as a
* collision between those two nodes continues to be detected each frame, the
* again_pattern is thrown. The first frame in which the collision is no
* longer detected, the out_pattern event is thrown.
*/ 2 4 this 3 671 13 again_pattern 1 639
152 0 0 4 235 618 0 0 141 /**
* This method is deprecated; it completely replaces all the in patterns that
* have previously been set with the indicated pattern.
*/ 2 4 this 3 671 13 again_pattern 1 639
153 0 0 6 236 572 0 0 73 /**
* Returns the number of in pattern strings that have been added.
*/ 1 4 this 3 672
154 0 0 6 237 639 0 0 148 /**
* Returns the nth pattern string that indicates how the event names are
* generated for each collision detected. See add_again_pattern().
*/ 2 4 this 3 672 1 n 1 572
155 0 0 4 239 618 0 0 81 /**
* Removes all of the previously-added in patterns. See add_out_pattern.
*/ 1 4 this 3 671
156 0 0 4 240 618 0 0 518 /**
* Adds the pattern string that indicates how the event names are generated
* when a collision between two particular nodes is *no longer* detected.
*
* In general, the in_pattern event is thrown on the first detection of a
* collision between two particular nodes. In subsequent passes, as long as a
* collision between those two nodes continues to be detected each frame, the
* again_pattern is thrown. The first frame in which the collision is no
* longer detected, the out_pattern event is thrown.
*/ 2 4 this 3 671 11 out_pattern 1 639
157 0 0 4 241 618 0 0 141 /**
* This method is deprecated; it completely replaces all the in patterns that
* have previously been set with the indicated pattern.
*/ 2 4 this 3 671 11 out_pattern 1 639
158 0 0 6 242 572 0 0 73 /**
* Returns the number of in pattern strings that have been added.
*/ 1 4 this 3 672
159 0 0 6 243 639 0 0 146 /**
* Returns the nth pattern string that indicates how the event names are
* generated for each collision detected. See add_out_pattern().
*/ 2 4 this 3 672 1 n 1 572
160 0 0 4 253 618 0 0 541 /**
* Empties the list of elements that all colliders are known to be colliding
* with. No "out" events will be thrown; if the same collision is detected
* next frame, a new "in" event will be thrown for each collision.
*
* This can be called each frame to defeat the persistent "in" event
* mechanism, which prevents the same "in" event from being thrown repeatedly.
* However, also see add_again_pattern(), which can be used to set the event
* that is thrown when a collision is detected for two or more consecutive
* frames.
*/ 1 4 this 3 671
161 0 0 4 254 618 0 0 58 /**
* Same as clear() except "out" events are thrown.
*/ 1 4 this 3 671
162 0 0 7 255 626 0 0 0 0
163 0 0 4 258 618 0 0 180 /**
* Adds a new collider to the list with a NodePath that will be updated with
* the collider's new position, or updates the existing collider with a new
* NodePath object.
*/ 3 4 this 3 674 8 collider 1 648 6 target 1 648
164 0 0 4 258 618 0 0 374 /**
* Adds a new collider to the list with a NodePath that will be updated with
* the collider's new position, or updates the existing collider with a new
* NodePath object.
*
* The indicated DriveInterface will also be updated with the target's new
* transform each frame. This method should be used when the target is
* directly controlled by a DriveInterface.
*/ 4 4 this 3 674 8 collider 1 648 6 target 1 648 15 drive_interface 1 675
165 0 0 6 259 555 0 0 92 /**
* Removes the collider from the list of colliders that this handler knows
* about.
*/ 2 4 this 3 674 8 collider 1 648
166 0 0 6 260 555 0 0 94 /**
* Returns true if the handler knows about the indicated collider, false
* otherwise.
*/ 2 4 this 3 677 8 collider 1 648
167 0 0 4 261 618 0 0 77 /**
* Completely empties the list of colliders this handler knows about.
*/ 1 4 this 3 674
168 0 0 4 262 618 0 0 269 /**
* Specifies an arbitrary NodePath that the handler is always considered to be
* facing. It does not detect collisions with surfaces that appear to be
* facing away from this NodePath. This works best when the collision
* surfaces in question are polygons.
*/ 2 4 this 3 674 6 center 1 648
169 0 0 4 263 618 0 0 64 /**
* Clears the center NodePath specified with set_center.
*/ 1 4 this 3 674
170 0 0 6 264 648 0 0 114 /**
* Returns the NodePath specified with set_center, or the empty NodePath if
* nothing has been specified.
*/ 1 4 this 3 677
171 0 0 6 265 555 0 0 95 /**
* Returns true if a NodePath has been specified with set_center(), false
* otherwise.
*/ 1 4 this 3 677
172 0 0 6 266 555 0 0 255 /**
* Did the handler make any contacts with anything on the last collision pass?
* Depending on how your world is setup, this can be used to tell if the
* handler is out of the world (i.e. out of bounds). That is the original use
* of this call.
*/ 1 4 this 3 677
173 0 0 7 269 626 0 0 0 0
174 0 0 7 271 679 443 0 10 /**
*
*/ 0
175 0 0 4 272 618 0 0 166 /**
* 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.
*/ 2 4 this 3 679 6 offset 1 562
176 0 0 6 273 562 0 0 169 /**
* 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.
*/ 1 4 this 3 680
177 0 0 4 274 618 0 0 82 /**
* Sets the reach to add to (or subtract from) the highest collision point
*/ 2 4 this 3 679 5 reach 1 562
178 0 0 6 275 562 0 0 85 /**
* Returns the reach to add to (or subtract from) the highest collision point
*/ 1 4 this 3 680
179 0 0 4 276 618 0 0 199 /**
* 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.
*/ 2 4 this 3 679 7 max_vel 1 562
180 0 0 6 277 562 0 0 160 /**
* 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().
*/ 1 4 this 3 680
181 0 0 7 281 626 0 0 0 0
182 0 0 7 283 682 443 0 10 /**
*
*/ 0
183 0 0 4 284 618 0 0 10 /**
*
*/ 2 4 this 3 682 4 flag 1 555
184 0 0 6 285 555 0 0 10 /**
*
*/ 1 4 this 3 683
185 0 0 7 287 626 0 0 0 0
186 0 0 7 289 685 468 0 10 /**
*
*/ 0
187 0 0 7 290 626 0 0 0 0
188 0 0 7 293 686 443 0 10 /**
*
*/ 0
189 0 0 4 294 618 0 0 166 /**
* 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.
*/ 2 4 this 3 686 6 offset 1 562
190 0 0 6 295 562 0 0 169 /**
* 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.
*/ 1 4 this 3 687
191 0 0 4 296 618 0 0 82 /**
* Sets the reach to add to (or subtract from) the highest collision point
*/ 2 4 this 3 686 5 reach 1 562
192 0 0 6 297 562 0 0 85 /**
* Returns the reach to add to (or subtract from) the highest collision point
*/ 1 4 this 3 687
193 0 0 6 298 562 0 0 238 /**
* 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()
*/ 1 4 this 3 687
194 0 0 6 299 555 0 0 33 /**
* Is the object at rest?
*/ 1 4 this 3 687
195 0 0 6 300 562 0 0 282 /**
* 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.
*/ 1 4 this 3 687
196 0 0 6 301 619 0 0 10 /**
*
*/ 1 4 this 3 687
197 0 0 4 302 618 0 0 184 /**
* 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.
*/ 2 4 this 3 686 8 velocity 1 562
198 0 0 4 303 618 0 0 46 /**
* Sets the current vertical velocity.
*/ 2 4 this 3 686 8 velocity 1 562
199 0 0 6 304 562 0 0 354 /**
* 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()
*/ 1 4 this 3 687
200 0 0 4 305 618 0 0 56 /**
* Sets the linear gravity force (always plumb).
*/ 2 4 this 3 686 7 gravity 1 562
201 0 0 6 306 562 0 0 56 /**
* Gets the linear gravity force (always plumb).
*/ 1 4 this 3 687
202 0 0 4 307 618 0 0 199 /**
* 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.
*/ 2 4 this 3 686 7 max_vel 1 562
203 0 0 6 308 562 0 0 160 /**
* 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().
*/ 1 4 this 3 687
204 0 0 4 309 618 0 0 229 /**
* 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
*/ 2 4 this 3 686 11 legacy_mode 1 555
205 0 0 6 310 555 0 0 49 /**
* returns true if legacy mode is enabled
*/ 1 4 this 3 687
206 0 0 7 321 626 0 0 0 0
207 0 0 7 323 689 490 0 168 /**
* The default CollisionHandlerEvent will throw no events. Its pattern
* strings must first be set via a call to add_in_pattern() and/or
* add_out_pattern().
*/ 0
208 0 0 7 323 689 490 0 0 1 6 param0 0 690
209 0 0 7 324 626 0 0 0 0
210 0 0 7 327 692 500 0 10 /**
*
*/ 0
211 0 0 7 327 692 500 0 0 1 6 param0 0 693
212 0 0 4 328 618 0 0 257 /**
* Sorts all the detected collisions front-to-back by
* from_intersection_point() so that those intersection points closest to the
* collider's origin (e.g., the center of the CollisionSphere, or the point_a
* of a CollisionSegment) appear first.
*/ 1 4 this 3 692
213 0 0 4 329 618 0 0 50 /**
* Removes all the entries from the queue.
*/ 1 4 this 3 692
214 0 0 6 330 572 0 0 69 /**
* Returns the number of CollisionEntries detected last pass.
*/ 1 4 this 3 693
215 0 0 7 331 604 392 0 61 /**
* Returns the nth CollisionEntry detected last pass.
*/ 2 4 this 3 693 1 n 1 572
216 0 0 4 336 618 0 0 10 /**
*
*/ 2 4 this 3 693 3 out 1 623
217 0 0 4 337 618 0 0 10 /**
*
*/ 3 4 this 3 693 3 out 1 623 12 indent_level 1 572
218 0 0 7 338 626 0 0 0 0
219 0 0 7 341 695 507 0 10 /**
*
*/ 2 6 center 1 627 6 radius 1 562
220 0 0 7 341 695 507 0 10 /**
*
*/ 4 2 cx 1 562 2 cy 1 562 2 cz 1 562 6 radius 1 562
221 0 0 4 342 618 0 0 10 /**
*
*/ 2 4 this 3 695 6 center 1 627
222 0 0 4 342 618 0 0 10 /**
*
*/ 4 4 this 3 695 1 x 1 562 1 y 1 562 1 z 1 562
223 0 0 6 343 627 0 0 10 /**
*
*/ 1 4 this 3 696
224 0 0 4 344 618 0 0 10 /**
*
*/ 2 4 this 3 695 6 radius 1 562
225 0 0 6 345 562 0 0 10 /**
*
*/ 1 4 this 3 696
226 0 0 7 348 626 0 0 0 0
227 0 0 7 351 698 510 0 10 /**
*
*/ 2 6 center 1 627 6 radius 1 562
228 0 0 7 351 698 510 0 10 /**
*
*/ 4 2 cx 1 562 2 cy 1 562 2 cz 1 562 6 radius 1 562
229 0 0 7 352 626 0 0 0 0
230 0 0 7 355 699 518 0 183 /**
* Creates an invalid ray. This isn't terribly useful; it's expected that the
* user will subsequently adjust the ray via set_origin()/set_direction() or
* set_from_lens().
*/ 0
231 0 0 7 355 699 518 0 10 /**
*
*/ 2 6 origin 1 627 9 direction 1 619
232 0 0 7 355 699 518 0 10 /**
*
*/ 6 2 ox 1 562 2 oy 1 562 2 oz 1 562 2 dx 1 562 2 dy 1 562 2 dz 1 562
233 0 0 4 356 618 0 0 10 /**
*
*/ 2 4 this 3 699 6 origin 1 627
234 0 0 4 356 618 0 0 10 /**
*
*/ 4 4 this 3 699 1 x 1 562 1 y 1 562 1 z 1 562
235 0 0 6 357 627 0 0 10 /**
*
*/ 1 4 this 3 700
236 0 0 4 359 618 0 0 10 /**
*
*/ 2 4 this 3 699 9 direction 1 619
237 0 0 4 359 618 0 0 10 /**
*
*/ 4 4 this 3 699 1 x 1 562 1 y 1 562 1 z 1 562
238 0 0 6 360 619 0 0 10 /**
*
*/ 1 4 this 3 700
239 0 0 6 362 555 0 0 327 /**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionRay so that it begins at the LensNode's near plane and extends to
* infinity, making it suitable for picking objects from the screen given a
* camera and a mouse location.
*
* Returns true if the point was acceptable, false otherwise.
*/ 3 4 this 3 699 6 camera 1 702 5 point 1 704
240 0 0 6 362 555 0 0 262 /**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionRay so that it begins at the LensNode's near plane and extends to
* infinity, making it suitable for picking objects from the screen given a
* camera and a mouse location.
*/ 4 4 this 3 699 6 camera 1 702 2 px 1 562 2 py 1 562
241 0 0 7 363 626 0 0 0 0
242 0 0 7 366 708 521 0 185 /**
* Creates an invalid line. This isn't terribly useful; it's expected that
* the user will subsequently adjust the line via set_origin()/set_direction()
* or set_from_lens().
*/ 0
243 0 0 7 366 708 521 0 10 /**
*
*/ 2 6 origin 1 627 9 direction 1 619
244 0 0 7 366 708 521 0 10 /**
*
*/ 6 2 ox 1 562 2 oy 1 562 2 oz 1 562 2 dx 1 562 2 dy 1 562 2 dz 1 562
245 0 0 7 367 626 0 0 0 0
246 0 0 7 370 709 530 0 39 /**
* Creates an invalid parabola.
*/ 0
247 0 0 7 370 709 530 0 110 /**
* Creates a parabola with the endpoints between t1 and t2 in the parametric
* space of the parabola.
*/ 3 8 parabola 1 710 2 t1 1 562 2 t2 1 562
248 0 0 4 371 618 0 0 57 /**
* Replaces the parabola specified by this solid.
*/ 2 4 this 3 709 8 parabola 1 710
249 0 0 6 372 710 0 0 56 /**
* Returns the parabola specified by this solid.
*/ 1 4 this 3 711
250 0 0 4 373 618 0 0 54 /**
* Changes the starting point on the parabola.
*/ 2 4 this 3 709 2 t1 1 562
251 0 0 6 374 562 0 0 54 /**
* Returns the starting point on the parabola.
*/ 1 4 this 3 711
252 0 0 4 375 618 0 0 52 /**
* Changes the ending point on the parabola.
*/ 2 4 this 3 709 2 t2 1 562
253 0 0 6 376 562 0 0 52 /**
* Returns the ending point on the parabola.
*/ 1 4 this 3 711
254 0 0 7 383 626 0 0 0 0
255 0 0 7 386 713 538 0 191 /**
* Creates an invalid segment. This isn't terribly useful; it's expected that
* the user will subsequently adjust the segment via
* set_origin()/set_direction() or set_from_lens().
*/ 0
256 0 0 7 386 713 538 0 10 /**
*
*/ 2 1 a 1 627 2 db 1 627
257 0 0 7 386 713 538 0 10 /**
*
*/ 6 2 ax 1 562 2 ay 1 562 2 az 1 562 2 bx 1 562 2 by 1 562 2 bz 1 562
258 0 0 4 387 618 0 0 10 /**
*
*/ 2 4 this 3 713 1 a 1 627
259 0 0 4 387 618 0 0 10 /**
*
*/ 4 4 this 3 713 1 x 1 562 1 y 1 562 1 z 1 562
260 0 0 6 388 627 0 0 10 /**
*
*/ 1 4 this 3 714
261 0 0 4 389 618 0 0 10 /**
*
*/ 2 4 this 3 713 1 b 1 627
262 0 0 4 389 618 0 0 10 /**
*
*/ 4 4 this 3 713 1 x 1 562 1 y 1 562 1 z 1 562
263 0 0 6 390 627 0 0 10 /**
*
*/ 1 4 this 3 714
264 0 0 6 391 555 0 0 336 /**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionSegment so that it begins at the LensNode's near plane and extends
* to the far plane, making it suitable for picking objects from the screen
* given a camera and a mouse location.
*
* Returns true if the point was acceptable, false otherwise.
*/ 3 4 this 3 713 6 camera 1 702 5 point 1 704
265 0 0 6 391 555 0 0 271 /**
* Accepts a LensNode and a 2-d point in the range [-1,1]. Sets the
* CollisionSegment so that it begins at the LensNode's near plane and extends
* to the far plane, making it suitable for picking objects from the screen
* given a camera and a mouse location.
*/ 4 4 this 3 713 6 camera 1 702 2 px 1 562 2 py 1 562
266 0 0 7 394 626 0 0 0 0
267 0 0 7 402 650 544 0 28 /**
* Copy constructor.
*/ 1 4 copy 1 716
268 0 0 7 402 650 544 0 10 /**
*
*/ 1 4 name 1 639
269 0 0 4 404 618 0 0 412 /**
* Scales the points that are drawn to represent the surface and interior
* intersection points of the collisions. By default, these objects are drawn
* at an arbitrary scale which is appropriate if the window units are the
* default range -1 .. 1. Change this scale accordinatly if the window units
* are measured on some other scale or if you need to observe these objects in
* a smaller window.
*/ 2 4 this 3 650 11 point_scale 1 562
270 0 0 6 405 562 0 0 59 /**
* Returns the value last set by set_point_scale().
*/ 1 4 this 3 716
271 0 0 4 406 618 0 0 370 /**
* Scales the line segments that are drawn to represent the normals of the
* collisions. By default, these objects are drawn at an arbitrary scale
* which is appropriate if the scene units are measured in feet. Change this
* scale accordinatly if the scene units are measured on some other scale or
* if you need to observe these normals from farther away.
*/ 2 4 this 3 650 12 normal_scale 1 562
272 0 0 6 407 562 0 0 60 /**
* Returns the value last set by set_normal_scale().
*/ 1 4 this 3 716
273 0 0 4 408 618 0 0 110 /**
* Removes all the visualization data from a previous traversal and resets the
* visualizer to empty.
*/ 1 4 this 3 650
274 0 0 7 411 626 0 0 0 0
275 0 0 7 398 584 0 0 0 1 4 this 3 650
276 0 0 6 400 576 0 0 0 1 4 this 3 650
167
551 14 CollisionSolid 0 75777 14 CollisionSolid 14 CollisionSolid 0 0 0 0 0 4 718 719 720 721 14 277 278 279 280 281 282 283 284 285 286 287 288 289 290 0 0 1 0 552 0 0 0 0 457
/**
* The abstract base class for all things that can collide with other things
* in the world, and all the things they can collide with (except geometry).
*
* This class and its derivatives really work very similarly to the way
* BoundingVolume and all of its derivatives work. There's a different
* subclass for each basic shape of solid, and double-dispatch function calls
* handle the subset of the N*N intersection tests that we care about.
*/
552 17 CopyOnWriteObject 0 2048 17 CopyOnWriteObject 17 CopyOnWriteObject 0 0 0 0 0 0 0 0 0 0 0 0 169
/**
* This base class provides basic reference counting, but also can be used
* with a CopyOnWritePointer to provide get_read_pointer() and
* get_write_pointer().
*/
553 7 LPoint3 0 2105344 7 LPoint3 7 LPoint3 0 0 554 0 0 0 0 0 0 0 0 0 0
554 8 LPoint3f 0 2048 8 LPoint3f 8 LPoint3f 0 0 0 0 0 0 0 0 0 0 0 0 337
/**
* This is a three-component point in space (as opposed to a three-component
* vector, which represents a direction and a distance). Some of the methods
* are slightly different between LPoint3 and LVector3; in particular,
* subtraction of two points yields a vector, while addition of a vector and a
* point yields a point.
*/
555 4 bool 0 8194 4 bool 4 bool 0 4 0 0 0 0 0 0 0 0 0 0 0
556 32 ConstPointerTo< BoundingVolume > 0 2048 32 ConstPointerTo< BoundingVolume > 32 ConstPointerTo< BoundingVolume > 0 0 0 0 0 0 0 0 0 0 0 0 0
557 12 CollisionBox 0 141313 12 CollisionBox 12 CollisionBox 0 0 0 1 291 304 4 722 723 724 725 12 292 293 294 295 296 297 298 299 300 301 302 303 0 0 1 0 551 0 0 0 0 47
/**
* A cuboid collision volume or object.
*/
558 13 LPoint3 const 0 8832 13 LPoint3 const 13 LPoint3 const 0 0 553 0 0 0 0 0 0 0 0 0 0
559 8 LVector3 0 2105344 8 LVector3 8 LVector3 0 0 560 0 0 0 0 0 0 0 0 0 0
560 9 LVector3f 0 2048 9 LVector3f 9 LVector3f 0 0 0 0 0 0 0 0 0 0 0 0 338
/**
* This is a three-component vector distance (as opposed to a three-component
* point, which represents a particular point in space). Some of the methods
* are slightly different between LPoint3 and LVector3; in particular,
* subtraction of two points yields a vector, while addition of a vector and a
* point yields a point.
*/
561 16 CollisionCapsule 0 141313 16 CollisionCapsule 16 CollisionCapsule 0 0 0 1 305 313 3 726 727 728 7 306 307 308 309 310 311 312 0 0 1 0 551 0 0 0 0 201
/**
* This implements a solid consisting of a cylinder with hemispherical endcaps,
* also known as a capsule or a spherocylinder.
*
* This shape was previously erroneously called CollisionTube.
*/
562 11 PN_stdfloat 0 2105344 11 PN_stdfloat 11 PN_stdfloat 0 0 563 0 0 0 0 0 0 0 0 0 0
563 5 float 0 8194 5 float 5 float 0 2 0 0 0 0 0 0 0 0 0 0 0
564 16 CollisionHandler 0 141313 16 CollisionHandler 16 CollisionHandler 0 0 0 1 315 316 0 1 314 0 0 1 0 565 0 0 0 0 262
/**
* The abstract interface to a number of classes that decide what to do when a
* collision is detected. One of these must be assigned to the
* CollisionTraverser that is processing collisions in order to specify how to
* dispatch detected collisions.
*/
565 19 TypedReferenceCount 0 2048 19 TypedReferenceCount 19 TypedReferenceCount 0 0 0 0 0 0 0 0 0 0 0 0 410
/**
* A base class for things which need to inherit from both TypedObject and
* from ReferenceCount. It's convenient to define this intermediate base
* class instead of multiply inheriting from the two classes each time they
* are needed, so that we can sensibly pass around pointers to things which
* are both TypedObjects and ReferenceCounters.
*
* See also TypedObject for detailed instructions.
*/
566 13 CollisionNode 0 75777 13 CollisionNode 13 CollisionNode 0 0 0 1 317 0 5 729 730 731 732 733 17 318 319 320 321 322 323 324 325 326 327 328 329 330 332 333 334 335 1 781 0 1 0 567 0 0 0 0 261
/**
* 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.
*/
567 9 PandaNode 0 2048 9 PandaNode 9 PandaNode 0 0 0 0 0 0 0 0 0 0 0 0 175
/**
* A basic node of the scene graph or data graph. This is the base class of
* all specialized nodes, and also serves as a generic node with no special
* properties.
*/
568 11 CollideMask 0 2105344 11 CollideMask 11 CollideMask 0 0 569 0 0 0 0 0 0 0 0 0 0
569 9 BitMask32 0 2105344 9 BitMask32 9 BitMask32 0 0 570 0 0 0 0 0 0 0 0 0 0
570 23 BitMask< uint32_t, 32 > 0 2048 23 BitMask< uint32_t, 32 > 23 BitMask< uint32_t, 32 > 0 0 0 0 0 0 0 0 0 0 0 0 0
571 32 ConstPointerTo< CollisionSolid > 0 2048 32 ConstPointerTo< CollisionSolid > 32 ConstPointerTo< CollisionSolid > 0 0 0 0 0 0 0 0 0 0 0 0 0
572 3 int 0 8194 3 int 3 int 0 1 0 0 0 0 0 0 0 0 0 0 0
573 18 CollisionTraverser 0 26625 18 CollisionTraverser 18 CollisionTraverser 0 0 0 1 336 337 3 734 735 736 19 338 339 340 341 342 343 344 345 346 348 349 350 351 352 355 356 357 358 359 1 782 0 1 0 574 0 0 0 0 467
/**
* This class manages the traversal through the scene graph to detect
* collisions. It holds ownership of a number of collider objects, each of
* which is a CollisionNode and an associated CollisionHandler.
*
* When traverse() is called, it begins at the indicated root and detects all
* collisions with any of its collider objects against nodes at or below the
* indicated root, calling the appropriate CollisionHandler for each detected
* collision.
*/
574 7 Namable 0 2048 7 Namable 7 Namable 0 0 0 0 0 0 0 0 0 0 0 0 125
/**
* A base class for all things which can have a name. The name is either
* empty or nonempty, but it is never NULL.
*/
575 8 NodePath 0 2048 8 NodePath 8 NodePath 0 0 0 0 0 0 0 0 0 0 0 0 762
/**
* NodePath is the fundamental system for disambiguating instances, and also
* provides a higher-level interface for manipulating the scene graph.
*
* A NodePath is a list of connected nodes from the root of the graph to any
* sub-node. Each NodePath therefore uniquely describes one instance of a
* node.
*
* NodePaths themselves are lightweight objects that may easily be copied and
* passed by value. Their data is stored as a series of NodePathComponents
* that are stored on the nodes. Holding a NodePath will keep a reference
* count to all the nodes in the path. However, if any node in the path is
* removed or reparented (perhaps through a different NodePath), the NodePath
* will automatically be updated to reflect the changes.
*/
576 19 CollisionRecorder * 0 8576 19 CollisionRecorder * 19 CollisionRecorder * 0 0 577 0 0 0 0 0 0 0 0 0 0
577 17 CollisionRecorder 0 75777 17 CollisionRecorder 17 CollisionRecorder 0 0 0 0 0 0 2 353 354 0 0 1 0 578 0 0 0 0 206
/**
* This class is used to help debug the work the collisions system is doing.
* It is a virtual base class that just provides an interface for recording
* collisions tested and detected each frame.
*/
578 11 TypedObject 0 2048 11 TypedObject 11 TypedObject 0 0 0 0 0 0 0 0 0 0 0 0 2508
/**
* This is an abstract class that all classes which use TypeHandle, and also
* provide virtual functions to support polymorphism, should inherit from.
* Each derived class should define get_type(), which should return the
* specific type of the derived class. Inheriting from this automatically
* provides support for is_of_type() and is_exact_type().
*
* All classes that inherit directly or indirectly from TypedObject should
* redefine get_type() and force_init_type(), as shown below. Some classes
* that do not inherit from TypedObject may still declare TypeHandles for
* themselves by defining methods called get_class_type() and init_type().
* Classes such as these may serve as base classes, but the dynamic type
* identification system will be limited. Classes that do not inherit from
* TypedObject need not define the virtual functions get_type() and
* force_init_type() (or any other virtual functions).
*
* There is a specific layout for defining the overrides from this class.
* Keeping the definitions formatted just like these examples will allow
* someone in the future to use a sed (or similar) script to make global
* changes, if necessary. Avoid rearranging the braces or the order of the
* functions unless you're ready to change them in every file all at once.
*
* What follows are some examples that can be used in new classes that you
* create.
*
* @par In the class definition (.h file):
* @code
* public:
* static TypeHandle get_class_type() {
* return _type_handle;
* }
* static void init_type() {
* <<<BaseClassOne>>>::init_type();
* <<<BaseClassTwo>>>::init_type();
* <<<BaseClassN>>>::init_type();
* register_type(_type_handle, "<<<ThisClassStringName>>>",
* <<<BaseClassOne>>>::get_class_type(),
* <<<BaseClassTwo>>>::get_class_type(),
* <<<BaseClassN>>>::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;
* @endcode
*
* @par In the class .cxx file:
* @code
* TypeHandle <<<ThisClassStringName>>>::_type_handle;
* @endcode
*
* @par In the class config_<<<PackageName>>>.cxx file:
* @code
* ConfigureFn(config_<<<PackageName>>>) {
* <<<ClassOne>>>::init_type();
* <<<ClassTwo>>>::init_type();
* <<<ClassN>>>::init_type();
* }
* @endcode
*/
579 14 CollisionEntry 0 141313 14 CollisionEntry 14 CollisionEntry 0 0 0 0 392 8 737 738 739 740 741 742 743 744 32 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 0 0 1 0 580 0 0 0 0 437
/**
* Defines a single collision event. One of these is created for each
* collision detected by a CollisionTraverser, to be dealt with by the
* CollisionHandler.
*
* A CollisionEntry provides slots for a number of data values (such as
* intersection point and normal) that might or might not be known for each
* collision. It is up to the handler to determine what information is known
* and to do the right thing with it.
*/
580 27 TypedWritableReferenceCount 0 2048 27 TypedWritableReferenceCount 27 TypedWritableReferenceCount 0 0 0 0 0 0 0 0 0 0 0 0 414
/**
* A base class for things which need to inherit from both TypedWritable and
* from ReferenceCount. It's convenient to define this intermediate base
* class instead of multiply inheriting from the two classes each time they
* are needed, so that we can sensibly pass around pointers to things which
* are both TypedWritables and ReferenceCounters.
*
* See also TypedObject for detailed instructions.
*/
581 22 CollisionSolid const * 0 8576 22 CollisionSolid const * 22 CollisionSolid const * 0 0 582 0 0 0 0 0 0 0 0 0 0
582 20 CollisionSolid const 0 8832 20 CollisionSolid const 20 CollisionSolid const 0 0 551 0 0 0 0 0 0 0 0 0 0
583 15 CollisionNode * 0 8576 15 CollisionNode * 15 CollisionNode * 0 0 566 0 0 0 0 0 0 0 0 0 0
584 11 PandaNode * 0 8576 11 PandaNode * 11 PandaNode * 0 0 567 0 0 0 0 0 0 0 0 0 0
585 14 CollisionPlane 0 141313 14 CollisionPlane 14 CollisionPlane 0 0 0 1 393 400 2 745 746 6 394 395 396 397 398 399 0 0 1 0 551 0 0 0 0 10
/**
*
*/
586 12 LPlane const 0 8832 12 LPlane const 12 LPlane const 0 0 587 0 0 0 0 0 0 0 0 0 0
587 6 LPlane 0 2105344 6 LPlane 6 LPlane 0 0 588 0 0 0 0 0 0 0 0 0 0
588 7 LPlanef 0 2048 7 LPlanef 7 LPlanef 0 0 0 0 0 0 0 0 0 0 0 0 120
/**
* An abstract mathematical description of a plane. A plane is defined by the
* equation Ax + By + Cz + D = 0.
*/
589 18 CollisionFloorMesh 0 141313 18 CollisionFloorMesh 18 CollisionFloorMesh 0 0 0 1 401 411 2 747 748 7 402 403 404 405 406 407 410 2 783 784 0 1 0 551 0 0 0 0 124
/**
* This object represents a solid made entirely of triangles, which will only
* be tested again z axis aligned rays
*/
590 8 LPoint3i 0 2048 8 LPoint3i 8 LPoint3i 0 0 0 0 0 0 0 0 0 0 0 0 337
/**
* This is a three-component point in space (as opposed to a three-component
* vector, which represents a direction and a distance). Some of the methods
* are slightly different between LPoint3 and LVector3; in particular,
* subtraction of two points yields a vector, while addition of a vector and a
* point yields a point.
*/
591 16 CollisionPolygon 0 141313 16 CollisionPolygon 16 CollisionPolygon 0 0 0 1 412 420 3 749 750 751 6 413 414 415 416 417 419 1 785 0 1 0 585 0 0 0 0 10
/**
*
*/
592 21 CollisionHandlerEvent 0 141313 21 CollisionHandlerEvent 21 CollisionHandlerEvent 0 0 0 1 421 443 3 752 753 754 18 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 440 441 442 3 786 787 788 0 1 0 564 0 0 0 0 296
/**
* A specialized kind of CollisionHandler that throws an event for each
* collision detected. The event thrown may be based on the name of the
* moving object or the struck object, or both. The first parameter of the
* event will be a pointer to the CollisionEntry that triggered it.
*/
593 6 string 0 2105344 11 std::string 11 std::string 0 0 594 0 0 0 0 0 0 0 0 0 0
594 20 basic_string< char > 0 2048 25 std::basic_string< char > 25 std::basic_string< char > 0 0 0 0 0 0 0 0 0 0 0 0 0
595 24 CollisionHandlerPhysical 0 75777 24 CollisionHandlerPhysical 24 CollisionHandlerPhysical 0 0 0 0 443 1 755 10 444 445 446 447 448 449 450 451 452 453 0 0 1 0 592 0 0 0 0 209
/**
* The abstract base class for a number of CollisionHandlers that have some
* physical effect on their moving bodies: they need to update the nodes'
* positions based on the effects of the collision.
*/
596 14 NodePath const 0 8832 14 NodePath const 14 NodePath const 0 0 575 0 0 0 0 0 0 0 0 0 0
597 21 CollisionHandlerFloor 0 75777 21 CollisionHandlerFloor 21 CollisionHandlerFloor 0 0 0 1 454 443 3 756 757 758 7 455 456 457 458 459 460 461 0 0 1 0 595 0 0 0 0 294
/**
* A specialized kind of CollisionHandler that sets the Z height of the
* collider to a fixed linear offset from the highest detected collision point
* each frame. It's intended to implement walking around on a floor of
* varying height by casting a ray down from the avatar's head.
*/
598 22 CollisionHandlerPusher 0 75777 22 CollisionHandlerPusher 22 CollisionHandlerPusher 0 0 0 1 462 443 1 759 3 463 464 465 0 0 1 0 595 0 0 0 0 197
/**
* A specialized kind of CollisionHandler that simply pushes back on things
* that attempt to move into solid walls. This is the simplest kind of "real-
* world" collisions you can have.
*/
599 27 CollisionHandlerFluidPusher 0 141313 27 CollisionHandlerFluidPusher 27 CollisionHandlerFluidPusher 0 0 0 1 466 468 0 1 467 0 0 1 0 598 0 0 0 0 139
/**
* A CollisionHandlerPusher that makes use of timing and spatial information
* from fluid collisions to improve collision response
*/
600 23 CollisionHandlerGravity 0 75777 23 CollisionHandlerGravity 23 CollisionHandlerGravity 0 0 0 1 469 443 9 760 761 762 763 764 765 766 767 768 18 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 0 0 1 0 595 0 0 0 0 294
/**
* A specialized kind of CollisionHandler that sets the Z height of the
* collider to a fixed linear offset from the highest detected collision point
* each frame. It's intended to implement walking around on a floor of
* varying height by casting a ray down from the avatar's head.
*/
601 14 LVector3 const 0 8832 14 LVector3 const 14 LVector3 const 0 0 559 0 0 0 0 0 0 0 0 0 0
602 28 CollisionHandlerHighestEvent 0 141313 28 CollisionHandlerHighestEvent 28 CollisionHandlerHighestEvent 0 0 0 1 488 490 0 1 489 0 0 1 0 592 0 0 0 0 296
/**
* A specialized kind of CollisionHandler that throws an event for each
* collision detected. The event thrown may be based on the name of the
* moving object or the struck object, or both. The first parameter of the
* event will be a pointer to the CollisionEntry that triggered it.
*/
603 21 CollisionHandlerQueue 0 141313 21 CollisionHandlerQueue 21 CollisionHandlerQueue 0 0 0 1 491 500 1 769 7 492 493 494 495 497 498 499 1 789 0 1 0 564 0 0 0 0 313
/**
* A special kind of CollisionHandler that does nothing except remember the
* CollisionEntries detected the last pass. This set of CollisionEntries may
* then be queried by the calling function. It's primarily useful when a
* simple intersection test is being made, e.g. for picking from the window.
*/
604 16 CollisionEntry * 0 8576 16 CollisionEntry * 16 CollisionEntry * 0 0 579 0 0 0 0 0 0 0 0 0 0
605 15 CollisionSphere 0 141313 15 CollisionSphere 15 CollisionSphere 0 0 0 1 501 507 2 770 771 5 502 503 504 505 506 0 0 1 0 551 0 0 0 0 50
/**
* A spherical collision volume or object.
*/
606 18 CollisionInvSphere 0 141313 18 CollisionInvSphere 18 CollisionInvSphere 0 0 0 1 508 510 0 1 509 0 0 1 0 605 0 0 0 0 272
/**
* An inverted sphere: this is a sphere whose collision surface is the inside
* surface of the sphere. Everything outside the sphere is solid matter;
* everything inside is empty space. Useful for constraining objects to
* remain within a spherical perimeter.
*/
607 12 CollisionRay 0 141313 12 CollisionRay 12 CollisionRay 0 0 0 1 511 518 2 772 773 6 512 513 514 515 516 517 0 0 1 0 551 0 0 0 0 220
/**
* An infinite ray, with a specific origin and direction. It begins at its
* origin and continues in one direction to infinity, and it has no radius.
* Useful for picking from a window, or for gravity effects.
*/
608 13 CollisionLine 0 141313 13 CollisionLine 13 CollisionLine 0 0 0 1 519 521 0 1 520 0 0 1 0 607 0 0 0 0 131
/**
* An infinite line, similar to a CollisionRay, except that it extends in both
* directions. It is, however, directional.
*/
609 17 CollisionParabola 0 141313 17 CollisionParabola 17 CollisionParabola 0 0 0 1 522 530 3 774 775 776 7 523 524 525 526 527 528 529 0 0 1 0 551 0 0 0 0 308
/**
* This defines a parabolic arc, or subset of an arc, similar to the path of a
* projectile or falling object. It is finite, having a specific beginning
* and end, but it is infinitely thin.
*
* Think of it as a wire bending from point t1 to point t2 along the path of a
* pre-defined parabola.
*/
610 15 LParabola const 0 8832 15 LParabola const 15 LParabola const 0 0 611 0 0 0 0 0 0 0 0 0 0
611 9 LParabola 0 2105344 9 LParabola 9 LParabola 0 0 612 0 0 0 0 0 0 0 0 0 0
612 10 LParabolaf 0 2048 10 LParabolaf 10 LParabolaf 0 0 0 0 0 0 0 0 0 0 0 0 200
/**
* An abstract mathematical description of a parabola, particularly useful for
* describing arcs of projectiles.
*
* The parabolic equation, given parametrically here, is P = At^2 + Bt + C.
*/
613 16 CollisionSegment 0 141313 16 CollisionSegment 16 CollisionSegment 0 0 0 1 531 538 2 777 778 6 532 533 534 535 536 537 0 0 1 0 551 0 0 0 0 371
/**
* A finite line segment, with two specific endpoints but no thickness. It's
* similar to a CollisionRay, except it does not continue to infinity.
*
* It does have an ordering, from point A to point B. If more than a single
* point of the segment is intersecting a solid, the reported intersection
* point is generally the closest on the segment to point A.
*/
614 13 CollisionTube 0 2105345 13 CollisionTube 13 CollisionTube 0 0 561 0 0 0 0 0 0 0 0 0 0
615 19 CollisionVisualizer 0 26625 19 CollisionVisualizer 19 CollisionVisualizer 0 0 0 1 543 544 2 779 780 6 545 546 547 548 549 550 0 0 2 3 567 539 540 3 577 541 542 0 0 304
/**
* This class is used to help debug the work the collisions system is doing.
* It shows the polygons that are detected as collisions, as well as those
* that are simply considered for collisions.
*
* It may be parented anywhere in the scene graph where it will be rendered to
* achieve this.
*/
616 9 LPoint3 * 0 8576 9 LPoint3 * 9 LPoint3 * 0 0 553 0 0 0 0 0 0 0 0 0 0
617 16 CollisionSolid * 0 8576 16 CollisionSolid * 16 CollisionSolid * 0 0 551 0 0 0 0 0 0 0 0 0 0
618 4 void 0 8194 4 void 4 void 0 6 0 0 0 0 0 0 0 0 0 0 0
619 16 LVector3 const * 0 8576 16 LVector3 const * 16 LVector3 const * 0 0 601 0 0 0 0 0 0 0 0 0 0
620 20 BoundingVolume const 0 8832 20 BoundingVolume const 20 BoundingVolume const 0 0 621 0 0 0 0 0 0 0 0 0 0
621 14 BoundingVolume 0 2048 14 BoundingVolume 14 BoundingVolume 0 0 0 0 0 0 0 0 0 0 0 0 330
/**
* This is an abstract class for any volume in any sense which can be said to
* define the locality of reference of a node in a graph, along with all of
* its descendants. It is not necessarily a geometric volume (although see
* GeometricBoundingVolume); this is simply an abstract interface for bounds
* of any sort.
*/
622 22 BoundingVolume const * 0 8576 22 BoundingVolume const * 22 BoundingVolume const * 0 0 620 0 0 0 0 0 0 0 0 0 0
623 9 ostream * 0 8576 14 std::ostream * 14 std::ostream * 0 0 624 0 0 0 0 0 0 0 0 0 0
624 7 ostream 0 2048 12 std::ostream 12 std::ostream 0 0 0 0 0 0 0 0 0 0 0 0 0
625 10 TypeHandle 0 16779264 10 TypeHandle 10 TypeHandle 0 0 0 0 0 0 0 0 0 0 0 0 732
/**
* TypeHandle is the identifier used to differentiate C++ class types. Any
* C++ classes that inherit from some base class, and must be differentiated
* at run time, should store a static TypeHandle object that can be queried
* through a static member function named get_class_type(). Most of the time,
* it is also desirable to inherit from TypedObject, which provides some
* virtual functions to return the TypeHandle for a particular instance.
*
* At its essence, a TypeHandle is simply a unique identifier that is assigned
* by the TypeRegistry. The TypeRegistry stores a tree of TypeHandles, so
* that ancestry of a particular type may be queried, and the type name may be
* retrieved for run-time display.
*/
626 12 TypeHandle * 0 8576 12 TypeHandle * 12 TypeHandle * 0 0 625 0 0 0 0 0 0 0 0 0 0
627 15 LPoint3 const * 0 8576 15 LPoint3 const * 15 LPoint3 const * 0 0 558 0 0 0 0 0 0 0 0 0 0
628 14 CollisionBox * 0 8576 14 CollisionBox * 14 CollisionBox * 0 0 557 0 0 0 0 0 0 0 0 0 0
629 20 CollisionBox const * 0 8576 20 CollisionBox const * 20 CollisionBox const * 0 0 630 0 0 0 0 0 0 0 0 0 0
630 18 CollisionBox const 0 8832 18 CollisionBox const 18 CollisionBox const 0 0 557 0 0 0 0 0 0 0 0 0 0
631 8 LPlane * 0 8576 8 LPlane * 8 LPlane * 0 0 587 0 0 0 0 0 0 0 0 0 0
632 10 LVector3 * 0 8576 10 LVector3 * 10 LVector3 * 0 0 559 0 0 0 0 0 0 0 0 0 0
633 18 CollisionCapsule * 0 8576 18 CollisionCapsule * 18 CollisionCapsule * 0 0 561 0 0 0 0 0 0 0 0 0 0
634 24 CollisionCapsule const * 0 8576 24 CollisionCapsule const * 24 CollisionCapsule const * 0 0 635 0 0 0 0 0 0 0 0 0 0
635 22 CollisionCapsule const 0 8832 22 CollisionCapsule const 22 CollisionCapsule const 0 0 561 0 0 0 0 0 0 0 0 0 0
636 24 CollisionHandler const * 0 8576 24 CollisionHandler const * 24 CollisionHandler const * 0 0 637 0 0 0 0 0 0 0 0 0 0
637 22 CollisionHandler const 0 8832 22 CollisionHandler const 22 CollisionHandler const 0 0 564 0 0 0 0 0 0 0 0 0 0
638 18 CollisionHandler * 0 8576 18 CollisionHandler * 18 CollisionHandler * 0 0 564 0 0 0 0 0 0 0 0 0 0
639 13 atomic string 0 2 13 atomic string 13 atomic string 0 7 0 0 0 0 0 0 0 0 0 0 0
640 13 CollideMask * 0 8576 13 CollideMask * 13 CollideMask * 0 0 568 0 0 0 0 0 0 0 0 0 0
641 21 CollisionNode const * 0 8576 21 CollisionNode const * 21 CollisionNode const * 0 0 642 0 0 0 0 0 0 0 0 0 0
642 19 CollisionNode const 0 8832 19 CollisionNode const 19 CollisionNode const 0 0 566 0 0 0 0 0 0 0 0 0 0
643 6 size_t 0 2105344 11 std::size_t 11 std::size_t 0 0 644 0 0 0 0 0 0 0 0 0 0
644 22 unsigned long long int 0 8230 22 unsigned long long int 22 unsigned long long int 0 8 0 0 0 0 0 0 0 0 0 0 0
645 26 CollisionTraverser const * 0 8576 26 CollisionTraverser const * 26 CollisionTraverser const * 0 0 646 0 0 0 0 0 0 0 0 0 0
646 24 CollisionTraverser const 0 8832 24 CollisionTraverser const 24 CollisionTraverser const 0 0 573 0 0 0 0 0 0 0 0 0 0
647 20 CollisionTraverser * 0 8576 20 CollisionTraverser * 20 CollisionTraverser * 0 0 573 0 0 0 0 0 0 0 0 0 0
648 16 NodePath const * 0 8576 16 NodePath const * 16 NodePath const * 0 0 596 0 0 0 0 0 0 0 0 0 0
649 10 NodePath * 0 8576 10 NodePath * 10 NodePath * 0 0 575 0 0 0 0 0 0 0 0 0 0
650 21 CollisionVisualizer * 0 8576 21 CollisionVisualizer * 21 CollisionVisualizer * 0 0 615 0 0 0 0 0 0 0 0 0 0
651 25 CollisionRecorder const * 0 8576 25 CollisionRecorder const * 25 CollisionRecorder const * 0 0 652 0 0 0 0 0 0 0 0 0 0
652 23 CollisionRecorder const 0 8832 23 CollisionRecorder const 23 CollisionRecorder const 0 0 577 0 0 0 0 0 0 0 0 0 0
653 22 CollisionEntry const * 0 8576 22 CollisionEntry const * 22 CollisionEntry const * 0 0 654 0 0 0 0 0 0 0 0 0 0
654 20 CollisionEntry const 0 8832 20 CollisionEntry const 20 CollisionEntry const 0 0 579 0 0 0 0 0 0 0 0 0 0
655 22 CollisionPlane const * 0 8576 22 CollisionPlane const * 22 CollisionPlane const * 0 0 656 0 0 0 0 0 0 0 0 0 0
656 20 CollisionPlane const 0 8832 20 CollisionPlane const 20 CollisionPlane const 0 0 585 0 0 0 0 0 0 0 0 0 0
657 16 CollisionPlane * 0 8576 16 CollisionPlane * 16 CollisionPlane * 0 0 585 0 0 0 0 0 0 0 0 0 0
658 14 LPlane const * 0 8576 14 LPlane const * 14 LPlane const * 0 0 586 0 0 0 0 0 0 0 0 0 0
659 20 CollisionFloorMesh * 0 8576 20 CollisionFloorMesh * 20 CollisionFloorMesh * 0 0 589 0 0 0 0 0 0 0 0 0 0
660 12 unsigned int 0 8198 12 unsigned int 12 unsigned int 0 1 0 0 0 0 0 0 0 0 0 0 0
661 26 CollisionFloorMesh const * 0 8576 26 CollisionFloorMesh const * 26 CollisionFloorMesh const * 0 0 662 0 0 0 0 0 0 0 0 0 0
662 24 CollisionFloorMesh const 0 8832 24 CollisionFloorMesh const 24 CollisionFloorMesh const 0 0 589 0 0 0 0 0 0 0 0 0 0
663 10 LPoint3i * 0 8576 10 LPoint3i * 10 LPoint3i * 0 0 590 0 0 0 0 0 0 0 0 0 0
664 18 CollisionPolygon * 0 8576 18 CollisionPolygon * 18 CollisionPolygon * 0 0 591 0 0 0 0 0 0 0 0 0 0
665 17 LVecBase3 const * 0 8576 17 LVecBase3 const * 17 LVecBase3 const * 0 0 666 0 0 0 0 0 0 0 0 0 0
666 15 LVecBase3 const 0 8832 15 LVecBase3 const 15 LVecBase3 const 0 0 667 0 0 0 0 0 0 0 0 0 0
667 9 LVecBase3 0 2105344 9 LVecBase3 9 LVecBase3 0 0 668 0 0 0 0 0 0 0 0 0 0
668 10 LVecBase3f 0 2048 10 LVecBase3f 10 LVecBase3f 0 0 0 0 0 0 0 0 0 0 0 0 77
/**
* This is the base class for all three-component vectors and points.
*/
669 24 CollisionPolygon const * 0 8576 24 CollisionPolygon const * 24 CollisionPolygon const * 0 0 670 0 0 0 0 0 0 0 0 0 0
670 22 CollisionPolygon const 0 8832 22 CollisionPolygon const 22 CollisionPolygon const 0 0 591 0 0 0 0 0 0 0 0 0 0
671 23 CollisionHandlerEvent * 0 8576 23 CollisionHandlerEvent * 23 CollisionHandlerEvent * 0 0 592 0 0 0 0 0 0 0 0 0 0
672 29 CollisionHandlerEvent const * 0 8576 29 CollisionHandlerEvent const * 29 CollisionHandlerEvent const * 0 0 673 0 0 0 0 0 0 0 0 0 0
673 27 CollisionHandlerEvent const 0 8832 27 CollisionHandlerEvent const 27 CollisionHandlerEvent const 0 0 592 0 0 0 0 0 0 0 0 0 0
674 26 CollisionHandlerPhysical * 0 8576 26 CollisionHandlerPhysical * 26 CollisionHandlerPhysical * 0 0 595 0 0 0 0 0 0 0 0 0 0
675 16 DriveInterface * 0 8576 16 DriveInterface * 16 DriveInterface * 0 0 676 0 0 0 0 0 0 0 0 0 0
676 14 DriveInterface 0 2048 14 DriveInterface 14 DriveInterface 0 0 0 0 0 0 0 0 0 0 0 0 191
/**
* This is a TFormer, similar to Trackball, that moves around a transform
* matrix in response to mouse input. The basic motion is on a horizontal
* plane, as if driving a vehicle.
*/
677 32 CollisionHandlerPhysical const * 0 8576 32 CollisionHandlerPhysical const * 32 CollisionHandlerPhysical const * 0 0 678 0 0 0 0 0 0 0 0 0 0
678 30 CollisionHandlerPhysical const 0 8832 30 CollisionHandlerPhysical const 30 CollisionHandlerPhysical const 0 0 595 0 0 0 0 0 0 0 0 0 0
679 23 CollisionHandlerFloor * 0 8576 23 CollisionHandlerFloor * 23 CollisionHandlerFloor * 0 0 597 0 0 0 0 0 0 0 0 0 0
680 29 CollisionHandlerFloor const * 0 8576 29 CollisionHandlerFloor const * 29 CollisionHandlerFloor const * 0 0 681 0 0 0 0 0 0 0 0 0 0
681 27 CollisionHandlerFloor const 0 8832 27 CollisionHandlerFloor const 27 CollisionHandlerFloor const 0 0 597 0 0 0 0 0 0 0 0 0 0
682 24 CollisionHandlerPusher * 0 8576 24 CollisionHandlerPusher * 24 CollisionHandlerPusher * 0 0 598 0 0 0 0 0 0 0 0 0 0
683 30 CollisionHandlerPusher const * 0 8576 30 CollisionHandlerPusher const * 30 CollisionHandlerPusher const * 0 0 684 0 0 0 0 0 0 0 0 0 0
684 28 CollisionHandlerPusher const 0 8832 28 CollisionHandlerPusher const 28 CollisionHandlerPusher const 0 0 598 0 0 0 0 0 0 0 0 0 0
685 29 CollisionHandlerFluidPusher * 0 8576 29 CollisionHandlerFluidPusher * 29 CollisionHandlerFluidPusher * 0 0 599 0 0 0 0 0 0 0 0 0 0
686 25 CollisionHandlerGravity * 0 8576 25 CollisionHandlerGravity * 25 CollisionHandlerGravity * 0 0 600 0 0 0 0 0 0 0 0 0 0
687 31 CollisionHandlerGravity const * 0 8576 31 CollisionHandlerGravity const * 31 CollisionHandlerGravity const * 0 0 688 0 0 0 0 0 0 0 0 0 0
688 29 CollisionHandlerGravity const 0 8832 29 CollisionHandlerGravity const 29 CollisionHandlerGravity const 0 0 600 0 0 0 0 0 0 0 0 0 0
689 30 CollisionHandlerHighestEvent * 0 8576 30 CollisionHandlerHighestEvent * 30 CollisionHandlerHighestEvent * 0 0 602 0 0 0 0 0 0 0 0 0 0
690 36 CollisionHandlerHighestEvent const * 0 8576 36 CollisionHandlerHighestEvent const * 36 CollisionHandlerHighestEvent const * 0 0 691 0 0 0 0 0 0 0 0 0 0
691 34 CollisionHandlerHighestEvent const 0 8832 34 CollisionHandlerHighestEvent const 34 CollisionHandlerHighestEvent const 0 0 602 0 0 0 0 0 0 0 0 0 0
692 23 CollisionHandlerQueue * 0 8576 23 CollisionHandlerQueue * 23 CollisionHandlerQueue * 0 0 603 0 0 0 0 0 0 0 0 0 0
693 29 CollisionHandlerQueue const * 0 8576 29 CollisionHandlerQueue const * 29 CollisionHandlerQueue const * 0 0 694 0 0 0 0 0 0 0 0 0 0
694 27 CollisionHandlerQueue const 0 8832 27 CollisionHandlerQueue const 27 CollisionHandlerQueue const 0 0 603 0 0 0 0 0 0 0 0 0 0
695 17 CollisionSphere * 0 8576 17 CollisionSphere * 17 CollisionSphere * 0 0 605 0 0 0 0 0 0 0 0 0 0
696 23 CollisionSphere const * 0 8576 23 CollisionSphere const * 23 CollisionSphere const * 0 0 697 0 0 0 0 0 0 0 0 0 0
697 21 CollisionSphere const 0 8832 21 CollisionSphere const 21 CollisionSphere const 0 0 605 0 0 0 0 0 0 0 0 0 0
698 20 CollisionInvSphere * 0 8576 20 CollisionInvSphere * 20 CollisionInvSphere * 0 0 606 0 0 0 0 0 0 0 0 0 0
699 14 CollisionRay * 0 8576 14 CollisionRay * 14 CollisionRay * 0 0 607 0 0 0 0 0 0 0 0 0 0
700 20 CollisionRay const * 0 8576 20 CollisionRay const * 20 CollisionRay const * 0 0 701 0 0 0 0 0 0 0 0 0 0
701 18 CollisionRay const 0 8832 18 CollisionRay const 18 CollisionRay const 0 0 607 0 0 0 0 0 0 0 0 0 0
702 10 LensNode * 0 8576 10 LensNode * 10 LensNode * 0 0 703 0 0 0 0 0 0 0 0 0 0
703 8 LensNode 0 2048 8 LensNode 8 LensNode 0 0 0 0 0 0 0 0 0 0 0 0 181
/**
* A node that contains a Lens. The most important example of this kind of
* node is a Camera, but other kinds of nodes also contain a lens (for
* instance, a Spotlight).
*/
704 15 LPoint2 const * 0 8576 15 LPoint2 const * 15 LPoint2 const * 0 0 705 0 0 0 0 0 0 0 0 0 0
705 13 LPoint2 const 0 8832 13 LPoint2 const 13 LPoint2 const 0 0 706 0 0 0 0 0 0 0 0 0 0
706 7 LPoint2 0 2105344 7 LPoint2 7 LPoint2 0 0 707 0 0 0 0 0 0 0 0 0 0
707 8 LPoint2f 0 2048 8 LPoint2f 8 LPoint2f 0 0 0 0 0 0 0 0 0 0 0 0 50
/**
* This is a two-component point in space.
*/
708 15 CollisionLine * 0 8576 15 CollisionLine * 15 CollisionLine * 0 0 608 0 0 0 0 0 0 0 0 0 0
709 19 CollisionParabola * 0 8576 19 CollisionParabola * 19 CollisionParabola * 0 0 609 0 0 0 0 0 0 0 0 0 0
710 17 LParabola const * 0 8576 17 LParabola const * 17 LParabola const * 0 0 610 0 0 0 0 0 0 0 0 0 0
711 25 CollisionParabola const * 0 8576 25 CollisionParabola const * 25 CollisionParabola const * 0 0 712 0 0 0 0 0 0 0 0 0 0
712 23 CollisionParabola const 0 8832 23 CollisionParabola const 23 CollisionParabola const 0 0 609 0 0 0 0 0 0 0 0 0 0
713 18 CollisionSegment * 0 8576 18 CollisionSegment * 18 CollisionSegment * 0 0 613 0 0 0 0 0 0 0 0 0 0
714 24 CollisionSegment const * 0 8576 24 CollisionSegment const * 24 CollisionSegment const * 0 0 715 0 0 0 0 0 0 0 0 0 0
715 22 CollisionSegment const 0 8832 22 CollisionSegment const 22 CollisionSegment const 0 0 613 0 0 0 0 0 0 0 0 0 0
716 27 CollisionVisualizer const * 0 8576 27 CollisionVisualizer const * 27 CollisionVisualizer const * 0 0 717 0 0 0 0 0 0 0 0 0 0
717 25 CollisionVisualizer const 0 8832 25 CollisionVisualizer const 25 CollisionVisualizer const 0 0 615 0 0 0 0 0 0 0 0 0 0
0
63
718 16 collision_origin 0 2 553 277 0 0 0 0 0 0 0 32 CollisionSolid::collision_origin 0
719 8 tangible 0 6 555 279 278 0 0 0 0 0 0 24 CollisionSolid::tangible 0
720 24 respect_effective_normal 0 6 555 285 284 0 0 0 0 0 0 40 CollisionSolid::respect_effective_normal 0
721 6 bounds 0 6 556 286 287 0 0 0 0 0 0 22 CollisionSolid::bounds 0
722 6 center 0 2 558 299 0 0 0 0 0 0 0 20 CollisionBox::center 0
723 3 min 0 2 558 300 0 0 0 0 0 0 0 17 CollisionBox::min 0
724 3 max 0 2 558 301 0 0 0 0 0 0 0 17 CollisionBox::max 0
725 10 dimensions 0 2 559 302 0 0 0 0 0 0 0 24 CollisionBox::dimensions 0
726 7 point_a 0 6 558 307 306 0 0 0 0 0 0 25 CollisionCapsule::point_a 0
727 7 point_b 0 6 558 309 308 0 0 0 0 0 0 25 CollisionCapsule::point_b 0
728 6 radius 0 6 562 311 310 0 0 0 0 0 0 24 CollisionCapsule::radius 0
729 17 from_collide_mask 0 6 568 321 319 0 0 0 0 0 0 32 CollisionNode::from_collide_mask 0
730 17 into_collide_mask 0 6 568 322 320 0 0 0 0 0 0 32 CollisionNode::into_collide_mask 0
731 6 solids 0 358 571 331 327 0 0 329 324 328 0 21 CollisionNode::solids 0
732 13 collider_sort 0 6 572 332 333 0 0 0 0 0 0 28 CollisionNode::collider_sort 0
733 20 default_collide_mask 0 2 568 334 0 0 0 0 0 0 0 35 CollisionNode::default_collide_mask 0
734 22 respect_prev_transform 0 6 555 339 338 0 0 0 0 0 0 42 CollisionTraverser::respect_prev_transform 0
735 9 colliders 0 66 575 347 0 0 0 0 343 0 0 29 CollisionTraverser::colliders 0
736 8 recorder 0 30 576 351 349 350 352 0 0 0 0 28 CollisionTraverser::recorder 0
737 10 from_solid 0 2 581 360 0 0 0 0 0 0 0 26 CollisionEntry::from_solid 0
738 10 into_solid 0 2 581 362 0 0 0 0 0 0 0 26 CollisionEntry::into_solid 0
739 9 from_node 0 2 583 363 0 0 0 0 0 0 0 25 CollisionEntry::from_node 0
740 9 into_node 0 2 584 364 0 0 0 0 0 0 0 25 CollisionEntry::into_node 0
741 14 from_node_path 0 2 575 365 0 0 0 0 0 0 0 30 CollisionEntry::from_node_path 0
742 14 into_node_path 0 2 575 366 0 0 0 0 0 0 0 30 CollisionEntry::into_node_path 0
743 1 t 0 6 562 368 367 0 0 0 0 0 0 17 CollisionEntry::t 0
744 22 respect_prev_transform 0 2 555 371 0 0 0 0 0 0 0 38 CollisionEntry::respect_prev_transform 0
745 6 normal 0 2 559 394 0 0 0 0 0 0 0 22 CollisionPlane::normal 0
746 5 plane 0 6 586 397 396 0 0 0 0 0 0 21 CollisionPlane::plane 0
747 8 vertices 0 66 558 408 0 0 0 0 404 0 0 28 CollisionFloorMesh::vertices 0
748 9 triangles 0 66 590 409 0 0 0 0 406 0 0 29 CollisionFloorMesh::triangles 0
749 6 points 0 66 553 418 0 0 0 0 413 0 0 24 CollisionPolygon::points 0
750 5 valid 0 2 555 416 0 0 0 0 0 0 0 23 CollisionPolygon::valid 0
751 7 concave 0 2 555 417 0 0 0 0 0 0 0 25 CollisionPolygon::concave 0
752 11 in_patterns 0 66 593 437 0 0 0 0 425 0 0 34 CollisionHandlerEvent::in_patterns 0
753 14 again_patterns 0 66 593 438 0 0 0 0 430 0 0 37 CollisionHandlerEvent::again_patterns 0
754 12 out_patterns 0 66 593 439 0 0 0 0 435 0 0 35 CollisionHandlerEvent::out_patterns 0
755 6 center 0 30 596 450 448 451 449 0 0 0 0 32 CollisionHandlerPhysical::center 0
756 6 offset 0 6 562 456 455 0 0 0 0 0 0 29 CollisionHandlerFloor::offset 0
757 5 reach 0 6 562 458 457 0 0 0 0 0 0 28 CollisionHandlerFloor::reach 0
758 12 max_velocity 0 6 562 460 459 0 0 0 0 0 0 35 CollisionHandlerFloor::max_velocity 0
759 10 horizontal 0 6 555 464 463 0 0 0 0 0 0 34 CollisionHandlerPusher::horizontal 0
760 6 offset 0 6 562 471 470 0 0 0 0 0 0 31 CollisionHandlerGravity::offset 0
761 5 reach 0 6 562 473 472 0 0 0 0 0 0 30 CollisionHandlerGravity::reach 0
762 15 airborne_height 0 2 562 474 0 0 0 0 0 0 0 40 CollisionHandlerGravity::airborne_height 0
763 9 on_ground 0 2 555 475 0 0 0 0 0 0 0 34 CollisionHandlerGravity::on_ground 0
764 15 impact_velocity 0 2 562 476 0 0 0 0 0 0 0 40 CollisionHandlerGravity::impact_velocity 0
765 14 contact_normal 0 2 601 477 0 0 0 0 0 0 0 39 CollisionHandlerGravity::contact_normal 0
766 8 velocity 0 6 562 480 479 0 0 0 0 0 0 33 CollisionHandlerGravity::velocity 0
767 7 gravity 0 6 562 482 481 0 0 0 0 0 0 32 CollisionHandlerGravity::gravity 0
768 12 max_velocity 0 6 562 484 483 0 0 0 0 0 0 37 CollisionHandlerGravity::max_velocity 0
769 7 entries 0 66 604 496 0 0 0 0 494 0 0 30 CollisionHandlerQueue::entries 0
770 6 center 0 6 558 503 502 0 0 0 0 0 0 23 CollisionSphere::center 0
771 6 radius 0 6 562 505 504 0 0 0 0 0 0 23 CollisionSphere::radius 0
772 6 origin 0 6 558 513 512 0 0 0 0 0 0 20 CollisionRay::origin 0
773 9 direction 0 6 601 515 514 0 0 0 0 0 0 23 CollisionRay::direction 0
774 8 parabola 0 6 610 524 523 0 0 0 0 0 0 27 CollisionParabola::parabola 0
775 2 t1 0 6 562 526 525 0 0 0 0 0 0 21 CollisionParabola::t1 0
776 2 t2 0 6 562 528 527 0 0 0 0 0 0 21 CollisionParabola::t2 0
777 7 point_a 0 6 558 533 532 0 0 0 0 0 0 25 CollisionSegment::point_a 0
778 7 point_b 0 6 558 535 534 0 0 0 0 0 0 25 CollisionSegment::point_b 0
779 11 point_scale 0 6 562 546 545 0 0 0 0 0 0 32 CollisionVisualizer::point_scale 0
780 12 normal_scale 0 6 562 548 547 0 0 0 0 0 0 33 CollisionVisualizer::normal_scale 0
9
781 10 get_solids 0 324 325 25 CollisionNode::get_solids 0
782 13 get_colliders 0 343 344 33 CollisionTraverser::get_colliders 0
783 12 get_vertices 0 404 405 32 CollisionFloorMesh::get_vertices 0
784 13 get_triangles 0 406 407 33 CollisionFloorMesh::get_triangles 0
785 10 get_points 0 413 414 28 CollisionPolygon::get_points 0
786 15 get_in_patterns 0 425 426 38 CollisionHandlerEvent::get_in_patterns 0
787 18 get_again_patterns 0 430 431 41 CollisionHandlerEvent::get_again_patterns 0
788 16 get_out_patterns 0 435 436 39 CollisionHandlerEvent::get_out_patterns 0
789 11 get_entries 0 494 495 34 CollisionHandlerQueue::get_entries 0