/** * PANDA 3D SOFTWARE * Copyright (c) Carnegie Mellon University. All rights reserved. * * All use of this software is subject to the terms of the revised BSD * license. You should have received a copy of this license along * with this source code in a file named "LICENSE." * * @file collisionNode.h * @author drose * @date 2002-03-16 */ #ifndef COLLISIONNODE_H #define COLLISIONNODE_H #include "pandabase.h" #include "collisionSolid.h" #include "collideMask.h" #include "pandaNode.h" /** * A node in the scene graph that can hold any number of CollisionSolids. * This may either represent a bit of static geometry in the scene that things * will collide with, or an animated object twirling around in the world and * running into things. */ class EXPCL_PANDA_COLLIDE CollisionNode : public PandaNode { PUBLISHED: explicit CollisionNode(const std::string &name); protected: CollisionNode(const CollisionNode ©); public: virtual ~CollisionNode(); virtual PandaNode *make_copy() const; virtual bool preserve_name() const; virtual void xform(const LMatrix4 &mat); virtual PandaNode *combine_with(PandaNode *other); virtual CollideMask get_legal_collide_mask() const; virtual bool cull_callback(CullTraverser *trav, CullTraverserData &data); virtual bool is_renderable() const; virtual bool is_collision_node() const; virtual void output(std::ostream &out) const; PUBLISHED: INLINE void set_collide_mask(CollideMask mask); void set_from_collide_mask(CollideMask mask); INLINE void set_into_collide_mask(CollideMask mask); INLINE CollideMask get_from_collide_mask() const; INLINE CollideMask get_into_collide_mask() const; MAKE_PROPERTY(from_collide_mask, get_from_collide_mask, set_from_collide_mask); MAKE_PROPERTY(into_collide_mask, get_into_collide_mask, set_into_collide_mask); INLINE void clear_solids(); INLINE size_t get_num_solids() const; INLINE CPT(CollisionSolid) get_solid(size_t n) const; MAKE_SEQ(get_solids, get_num_solids, get_solid); INLINE PT(CollisionSolid) modify_solid(size_t n); INLINE void set_solid(size_t n, CollisionSolid *solid); INLINE void insert_solid(size_t n, const CollisionSolid *solid); INLINE void remove_solid(size_t n); INLINE size_t add_solid(const CollisionSolid *solid); MAKE_SEQ_PROPERTY(solids, get_num_solids, get_solid, set_solid, remove_solid, insert_solid); INLINE int get_collider_sort() const; INLINE void set_collider_sort(int sort); MAKE_PROPERTY(collider_sort, get_collider_sort, set_collider_sort); INLINE static CollideMask get_default_collide_mask(); MAKE_PROPERTY(default_collide_mask, get_default_collide_mask); protected: virtual void compute_internal_bounds(CPT(BoundingVolume) &internal_bounds, int &internal_vertices, int pipeline_stage, Thread *current_thread) const; private: CPT(RenderState) get_last_pos_state(); // This data is not cycled, for now. We assume the collision traversal will // take place in App only. Perhaps we will revisit this later. CollideMask _from_collide_mask; int _collider_sort; typedef pvector< COWPT(CollisionSolid) > Solids; Solids _solids; friend class CollisionTraverser; public: static void register_with_read_factory(); virtual void write_datagram(BamWriter *manager, Datagram &dg); virtual int complete_pointers(TypedWritable **plist, BamReader *manager); protected: static TypedWritable *make_from_bam(const FactoryParams ¶ms); void fillin(DatagramIterator &scan, BamReader *manager); public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { PandaNode::init_type(); register_type(_type_handle, "CollisionNode", PandaNode::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; }; #include "collisionNode.I" #endif