historical/toontown-classic.git/panda/include/collisionNode.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 collisionNode.I
* @author drose
* @date 2002-03-16
*/
/**
* Simultaneously sets both the "from" and "into" CollideMask values to the
* same thing.
*/
INLINE void CollisionNode::
set_collide_mask(CollideMask mask) {
set_from_collide_mask(mask);
set_into_collide_mask(mask);
}
/**
* Sets the "into" CollideMask. In order for a collision to be detected from
* another object into this object, the intersection of the other object's
* "from" mask and this object's "into" mask must be nonzero.
*/
INLINE void CollisionNode::
set_into_collide_mask(CollideMask mask) {
// This is now inherited from the PandaNode base class.
PandaNode::set_into_collide_mask(mask);
}
/**
* Returns the current "from" CollideMask. In order for a collision to be
* detected from this object into another object, the intersection of this
* object's "from" mask and the other object's "into" mask must be nonzero.
*/
INLINE CollideMask CollisionNode::
get_from_collide_mask() const {
return _from_collide_mask;
}
/**
* Returns the current "into" CollideMask. In order for a collision to be
* detected from another object into this object, the intersection of the
* other object's "from" mask and this object's "into" mask must be nonzero.
*/
INLINE CollideMask CollisionNode::
get_into_collide_mask() const {
// This is now inherited from the PandaNode base class.
return PandaNode::get_into_collide_mask();
}
/**
* Removes all solids from the node.
*/
INLINE void CollisionNode::
clear_solids() {
_solids.clear();
mark_internal_bounds_stale();
}
/**
*
*/
INLINE size_t CollisionNode::
get_num_solids() const {
return _solids.size();
}
/**
*
*/
INLINE CPT(CollisionSolid) CollisionNode::
get_solid(size_t n) const {
nassertr(n < get_num_solids(), nullptr);
return _solids[n].get_read_pointer();
}
/**
*
*/
INLINE PT(CollisionSolid) CollisionNode::
modify_solid(size_t n) {
nassertr(n < get_num_solids(), nullptr);
mark_internal_bounds_stale();
return _solids[n].get_write_pointer();
}
/**
* Replaces the solid with the indicated index.
*/
INLINE void CollisionNode::
set_solid(size_t n, CollisionSolid *solid) {
nassertv(n < get_num_solids());
_solids[n] = solid;
mark_internal_bounds_stale();
}
/**
* Inserts the indicated solid to the node at the indicated position.
*/
INLINE void CollisionNode::
insert_solid(size_t n, const CollisionSolid *solid) {
if (n > _solids.size()) {
n = _solids.size();
}
_solids.insert(_solids.begin() + n, (CollisionSolid *)solid);
mark_internal_bounds_stale();
}
/**
* Removes the solid with the indicated index. This will shift all subsequent
* indices down by one.
*/
INLINE void CollisionNode::
remove_solid(size_t n) {
nassertv(n < get_num_solids());
_solids.erase(_solids.begin() + n);
mark_internal_bounds_stale();
}
/**
* Adds the indicated solid to the node. Returns the index of the new solid
* within the node's list of solids.
*/
INLINE size_t CollisionNode::
add_solid(const CollisionSolid *solid) {
_solids.push_back((CollisionSolid *)solid);
mark_internal_bounds_stale();
return _solids.size() - 1;
}
/**
* Returns the collider_sort value that has been set for this particular node.
* See set_collider_sort().
*/
INLINE int CollisionNode::
get_collider_sort() const {
return _collider_sort;
}
/**
* Sets a particular collider_sort value on this node. This controls the
* order in which colliders (that is, "from nodes") are grouped together for
* the collision traversal.
*
* If there are 32 or fewer colliders added to any particular
* CollisionTraverser, then this value has no meaning. It is only useful if
* there are many colliders, which may force the CollisionTraverser to make
* multiple passes through the data; in that case, it may be a useful
* optimization to group colliders that have similar bounding volumes together
* (by giving them similar sort values).
*/
INLINE void CollisionNode::
set_collider_sort(int sort) {
_collider_sort = sort;
}
/**
* Returns the default into_collide_mask assigned to new CollisionNodes.
*/
INLINE CollideMask CollisionNode::
get_default_collide_mask() {
return default_collision_node_collide_mask;
}