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