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

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file collisionLevelState.h
* @author drose
* @date 2002-03-16
*/
#ifndef COLLISIONLEVELSTATE_H
#define COLLISIONLEVELSTATE_H
#include "pandabase.h"
#include "collisionLevelStateBase.h"
#include "collisionNode.h"
#include "bitMask.h"
#include "doubleBitMask.h"
/**
* This is the state information the CollisionTraverser retains for each level
* during traversal.
*
* This is the template class that specifies the CurrentMask type: the type of
* bitmask that is used to keep track of the set of active colliders for each
* node.
*/
template<class MaskType>
class CollisionLevelState : public CollisionLevelStateBase {
public:
// By hiding this template from interrogate, we improve compile-time speed
// and memory utilization.
#ifndef CPPPARSER
INLINE CollisionLevelState(const NodePath &node_path);
INLINE CollisionLevelState(const CollisionLevelState<MaskType> &parent,
PandaNode *child);
INLINE CollisionLevelState(const CollisionLevelState<MaskType> &copy);
INLINE void operator = (const CollisionLevelState<MaskType> &copy);
INLINE void clear();
INLINE void prepare_collider(const ColliderDef &def, const NodePath &root);
bool any_in_bounds();
bool apply_transform();
INLINE static bool has_max_colliders();
INLINE static int get_max_colliders();
INLINE bool has_collider(int n) const;
INLINE bool has_any_collider() const;
INLINE void omit_collider(int n);
private:
// CurrentMask here is a locally-defined value that simply serves to keep
// track of the colliders that are still interested in the current node.
// Don't confuse it with CollideMask, which is a set of user-defined bits
// that specify which CollisionSolids may possibly intersect with each
// other.
typedef MaskType CurrentMask;
CurrentMask _current;
friend class CollisionTraverser;
#endif // CPPPARSER
};
#include "collisionLevelState.I"
// Now instantiate a handful of implementations of CollisionLevelState: one
// that uses a word-at-a-time bitmask to track the active colliders, and a
// couple that use more words at a time.
typedef CollisionLevelState<BitMaskNative> CollisionLevelStateSingle;
typedef CollisionLevelState<DoubleBitMaskNative> CollisionLevelStateDouble;
typedef CollisionLevelState<QuadBitMaskNative> CollisionLevelStateQuad;
#endif