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