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

104 lines
3.2 KiB
C++

/**
* 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 collisionHandlerGravity.h
* @author drose
* @date 2002-03-16
*/
#ifndef CollisionHandlerGravity_H
#define CollisionHandlerGravity_H
#include "pandabase.h"
#include "collisionHandlerPhysical.h"
/**
* 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.
*/
class EXPCL_PANDA_COLLIDE CollisionHandlerGravity : public CollisionHandlerPhysical {
PUBLISHED:
CollisionHandlerGravity();
virtual ~CollisionHandlerGravity();
INLINE void set_offset(PN_stdfloat offset);
INLINE PN_stdfloat get_offset() const;
INLINE void set_reach(PN_stdfloat reach);
INLINE PN_stdfloat get_reach() const;
INLINE PN_stdfloat get_airborne_height() const;
INLINE bool is_on_ground() const;
INLINE PN_stdfloat get_impact_velocity() const;
INLINE const LVector3 &get_contact_normal() const;
INLINE void add_velocity(PN_stdfloat velocity);
INLINE void set_velocity(PN_stdfloat velocity);
INLINE PN_stdfloat get_velocity() const;
INLINE void set_gravity(PN_stdfloat gravity);
INLINE PN_stdfloat get_gravity() const;
INLINE void set_max_velocity(PN_stdfloat max_vel);
INLINE PN_stdfloat get_max_velocity() const;
INLINE void set_legacy_mode(bool legacy_mode);
INLINE bool get_legacy_mode() const;
PUBLISHED:
MAKE_PROPERTY(offset, get_offset, set_offset);
MAKE_PROPERTY(reach, get_reach, set_reach);
MAKE_PROPERTY(airborne_height, get_airborne_height);
MAKE_PROPERTY(on_ground, is_on_ground);
MAKE_PROPERTY(impact_velocity, get_impact_velocity);
MAKE_PROPERTY(contact_normal, get_contact_normal);
MAKE_PROPERTY(velocity, get_velocity, set_velocity);
MAKE_PROPERTY(gravity, get_gravity, set_gravity);
MAKE_PROPERTY(max_velocity, get_max_velocity, set_max_velocity);
protected:
PN_stdfloat set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries);
virtual bool handle_entries();
virtual void apply_linear_force(ColliderDef &def, const LVector3 &force);
private:
PN_stdfloat _offset;
PN_stdfloat _reach;
PN_stdfloat _airborne_height;
PN_stdfloat _impact_velocity;
PN_stdfloat _gravity;
PN_stdfloat _current_velocity;
PN_stdfloat _max_velocity;
LVector3 _contact_normal;
bool _legacy_mode;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CollisionHandlerPhysical::init_type();
register_type(_type_handle, "CollisionHandlerGravity",
CollisionHandlerPhysical::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 "collisionHandlerGravity.I"
#endif