historical/toontown-classic.git/panda/include/collisionLevelStateBase.I
2024-01-16 11:20:27 -06:00

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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 collisionLevelStateBase.I
* @author drose
* @date 2002-03-16
*/
/**
*
*/
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const NodePath &node_path) :
_node_path(node_path),
_colliders(get_class_type()),
_include_mask(CollideMask::all_on())
{
}
/**
* This constructor goes to the next child node in the traversal.
*/
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const CollisionLevelStateBase &parent, PandaNode *child) :
_node_path(parent._node_path, child),
_colliders(parent._colliders),
_include_mask(parent._include_mask),
_local_bounds(parent._local_bounds)
{
}
/**
*
*/
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const CollisionLevelStateBase &copy) :
_node_path(copy._node_path),
_colliders(copy._colliders),
_include_mask(copy._include_mask),
_local_bounds(copy._local_bounds),
_parent_bounds(copy._parent_bounds)
{
}
/**
*
*/
INLINE void CollisionLevelStateBase::
operator = (const CollisionLevelStateBase &copy) {
_node_path = copy._node_path;
_colliders = copy._colliders;
_include_mask = copy._include_mask;
_local_bounds = copy._local_bounds;
_parent_bounds = copy._parent_bounds;
}
/**
* Returns the NodePath representing the node instance we have traversed to.
*/
INLINE NodePath CollisionLevelStateBase::
get_node_path() const {
return _node_path.get_node_path();
}
/**
* Returns the PandaNode pointer of the node we have traversed to.
*/
INLINE PandaNode *CollisionLevelStateBase::
node() const {
return _node_path.node();
}
/**
*
*/
INLINE int CollisionLevelStateBase::
get_num_colliders() const {
return _colliders.size();
}
/**
*
*/
INLINE const CollisionSolid *CollisionLevelStateBase::
get_collider(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), nullptr);
return _colliders[n]._collider;
}
/**
*
*/
INLINE CollisionNode *CollisionLevelStateBase::
get_collider_node(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), nullptr);
return _colliders[n]._node;
}
/**
*
*/
INLINE NodePath CollisionLevelStateBase::
get_collider_node_path(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NodePath::fail());
return _colliders[n]._node_path;
}
/**
* Returns the bounding volume of the indicated collider, transformed into the
* current node's transform space.
*/
INLINE const GeometricBoundingVolume *CollisionLevelStateBase::
get_local_bound(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), nullptr);
nassertr(n >= 0 && n < (int)_local_bounds.size(), nullptr);
// For whatever reason, the Intel compiler can't figure this line out.
// return _local_bounds[n];
// But it can figure out this equivalent line.
return *(_local_bounds + n);
}
/**
* Returns the bounding volume of the indicated collider, transformed into the
* previous node's transform space, but not transformed by the current node's
* transform. This is appropriate for testing against the bounding volume of
* the current node (which does not have its own transform applied to it).
*/
INLINE const GeometricBoundingVolume *CollisionLevelStateBase::
get_parent_bound(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), nullptr);
nassertr(n >= 0 && n < (int)_parent_bounds.size(), nullptr);
// But it can figure out this equivalent line.
return *(_parent_bounds + n);
}
/**
* Specifies the mask that is applied to the into CollideMask of nodes in the
* scene graph before testing for bits in common with the from CollideMask of
* colliders. This is normally all bits on, but you may set it to some other
* mask to restrict certain bits from consideration.
*
* This is used by the CollisionTraverser to restrict collision with geometry
* except under the lowest level of LOD.
*/
INLINE void CollisionLevelStateBase::
set_include_mask(CollideMask include_mask) {
_include_mask = include_mask;
}
/**
* Returns the mask that is applied to the into CollideMask of nodes in the
* scene graph before testing for bits in common with the from CollideMask of
* colliders. See set_include_mask().
*/
INLINE CollideMask CollisionLevelStateBase::
get_include_mask() const {
return _include_mask;
}