allow-collider-bitarray

This commit is contained in:
David Rose 2007-04-05 17:04:49 +00:00
parent 05b0adcbb5
commit 5e86a1c8b3
12 changed files with 900 additions and 470 deletions

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@ -22,6 +22,7 @@
collisionDSSolid.I collisionDSSolid.h \
collisionInvSphere.I collisionInvSphere.h \
collisionLine.I collisionLine.h \
collisionLevelStateBase.I collisionLevelStateBase.h \
collisionLevelState.I collisionLevelState.h \
collisionNode.I collisionNode.h \
collisionPlane.I collisionPlane.h \
@ -46,6 +47,7 @@
collisionHandlerPhysical.cxx \
collisionHandlerPusher.cxx \
collisionHandlerQueue.cxx \
collisionLevelStateBase.cxx \
collisionLevelState.cxx \
collisionDSSolid.cxx \
collisionInvSphere.cxx \
@ -75,6 +77,7 @@
collisionHandlerQueue.h \
collisionDSSolid.I collisionDSSolid.h \
collisionInvSphere.I collisionInvSphere.h \
collisionLevelStateBase.I collisionLevelStateBase.h \
collisionLevelState.I collisionLevelState.h \
collisionLine.I collisionLine.h \
collisionNode.I collisionNode.h \

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@ -10,6 +10,7 @@
#include "collisionHandlerQueue.cxx"
#include "collisionDSSolid.cxx"
#include "collisionInvSphere.cxx"
#include "collisionLevelStateBase.cxx"
#include "collisionLevelState.cxx"
#include "collisionLine.cxx"

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@ -1,5 +1,5 @@
// Filename: collisionLevelState.I
// Created by: drose (16Mar02)
// Created by: drose (05Apr07)
//
////////////////////////////////////////////////////////////////////
//
@ -16,19 +16,20 @@
//
////////////////////////////////////////////////////////////////////
#ifndef CPPPARSER // interrogate has trouble with these initializers.
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelState::
template<class MaskType>
INLINE CollisionLevelState<MaskType>::
CollisionLevelState(const NodePath &node_path) :
_node_path(node_path),
_current(CollisionLevelState::CurrentMask::all_off()),
_include_mask(CollideMask::all_on())
CollisionLevelStateBase(node_path),
_current(CurrentMask::all_off())
{
}
#endif // CPPPARSER
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::Constructor
@ -36,13 +37,11 @@ CollisionLevelState(const NodePath &node_path) :
// Description: This constructor goes to the next child node in the
// traversal.
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelState::
CollisionLevelState(const CollisionLevelState &parent, PandaNode *child) :
_node_path(parent._node_path, child),
_colliders(parent._colliders),
_current(parent._current),
_include_mask(parent._include_mask),
_local_bounds(parent._local_bounds)
template<class MaskType>
INLINE CollisionLevelState<MaskType>::
CollisionLevelState(const CollisionLevelState<MaskType> &parent, PandaNode *child) :
CollisionLevelStateBase(parent, child),
_current(parent._current)
{
}
@ -51,14 +50,11 @@ CollisionLevelState(const CollisionLevelState &parent, PandaNode *child) :
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelState::
CollisionLevelState(const CollisionLevelState &copy) :
_node_path(copy._node_path),
_colliders(copy._colliders),
_current(copy._current),
_include_mask(copy._include_mask),
_local_bounds(copy._local_bounds),
_parent_bounds(copy._parent_bounds)
template<class MaskType>
INLINE CollisionLevelState<MaskType>::
CollisionLevelState(const CollisionLevelState<MaskType> &copy) :
CollisionLevelStateBase(copy),
_current(copy._current)
{
}
@ -67,66 +63,203 @@ CollisionLevelState(const CollisionLevelState &copy) :
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionLevelState::
operator = (const CollisionLevelState &copy) {
_node_path = copy._node_path;
_colliders = copy._colliders;
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
operator = (const CollisionLevelState<MaskType> &copy) {
CollisionLevelStateBase::operator = (copy);
_current = copy._current;
_include_mask = copy._include_mask;
_local_bounds = copy._local_bounds;
_parent_bounds = copy._parent_bounds;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::clear
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
clear() {
CollisionLevelStateBase::clear();
_current.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::prepare_collider
// Access: Public
// Description: Adds the indicated Collider to the set of Colliders
// in the current level state.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
prepare_collider(const ColliderDef &def, const NodePath &root) {
int index = (int)_colliders.size();
nassertv(!CurrentMask::has_max_num_bits() ||
index <= CurrentMask::get_max_num_bits());
CollisionLevelStateBase::prepare_collider(def, root);
_current.set_bit(index);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::any_in_bounds
// Access: Public
// Description: Checks the bounding volume of the current node
// against each of our colliders. Eliminates from the
// current collider list any that are outside of the
// bounding volume. Returns true if any colliders
// remain, false if all of them fall outside this node's
// bounding volume.
////////////////////////////////////////////////////////////////////
template<class MaskType>
bool CollisionLevelState<MaskType>::
any_in_bounds() {
#ifndef NDEBUG
int indent_level = 0;
if (collide_cat.is_spam()) {
indent_level = _node_path.get_num_nodes() * 2;
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< "Considering " << _node_path.get_node_path() << "\n";
}
#endif // NDEBUG
CPT(BoundingVolume) node_bv = node()->get_bounds();
if (node_bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
const GeometricBoundingVolume *node_gbv;
DCAST_INTO_R(node_gbv, node_bv, false);
int num_colliders = get_num_colliders();
for (int c = 0; c < num_colliders; c++) {
if (has_collider(c)) {
CollisionNode *cnode = get_collider_node(c);
bool is_in = false;
// Don't even bother testing the bounding volume if there are
// no collide bits in common between our collider and this
// node.
CollideMask from_mask = cnode->get_from_collide_mask() & _include_mask;
if (!(from_mask & node()->get_net_collide_mask()).is_zero()) {
// There are bits in common, so go ahead and try the
// bounding volume.
const GeometricBoundingVolume *col_gbv =
get_local_bound(c);
if (col_gbv != (GeometricBoundingVolume *)NULL) {
is_in = (node_gbv->contains(col_gbv) != 0);
_node_volume_pcollector.add_level(1);
#ifndef NDEBUG
if (collide_cat.is_spam()) {
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< "Comparing " << c << ": " << *col_gbv
<< " to " << *node_gbv << ", is_in = " << is_in << "\n";
}
#endif // NDEBUG
}
}
if (!is_in) {
// This collider cannot intersect with any geometry at
// this node or below.
omit_collider(c);
}
}
}
}
#ifndef NDEBUG
if (collide_cat.is_spam()) {
int num_active_colliders = 0;
int num_colliders = get_num_colliders();
for (int c = 0; c < num_colliders; c++) {
if (has_collider(c)) {
num_active_colliders++;
}
}
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< _node_path.get_node_path() << " has " << num_active_colliders
<< " interested colliders.\n";
}
#endif // NDEBUG
return has_any_collider();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::apply_transform
// Access: Public
// Description: Applies the inverse transform from the current node,
// if any, onto all the colliders in the level state.
////////////////////////////////////////////////////////////////////
template<class MaskType>
void CollisionLevelState<MaskType>::
apply_transform() {
// The "parent" bounds list remembers the bounds list of the
// previous node.
_parent_bounds = _local_bounds;
// Recompute the bounds list of this node (if we have a transform).
const TransformState *node_transform = node()->get_transform();
if (!node_transform->is_identity()) {
CPT(TransformState) inv_transform =
node_transform->invert_compose(TransformState::make_identity());
const LMatrix4f &mat = inv_transform->get_mat();
// Now build the new bounding volumes list.
BoundingVolumes new_bounds;
int num_colliders = get_num_colliders();
new_bounds.reserve(num_colliders);
for (int c = 0; c < num_colliders; c++) {
if (!has_collider(c) ||
get_local_bound(c) == (GeometricBoundingVolume *)NULL) {
new_bounds.push_back((GeometricBoundingVolume *)NULL);
} else {
const GeometricBoundingVolume *old_bound = get_local_bound(c);
GeometricBoundingVolume *new_bound =
DCAST(GeometricBoundingVolume, old_bound->make_copy());
new_bound->xform(mat);
new_bounds.push_back(new_bound);
}
}
_local_bounds = new_bounds;
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::has_max_colliders
// Access: Public, Static
// Description: Returns true if there is any the maximum number of
// colliders that may be added to the
// CollisionLevelStateBase at any one time.
////////////////////////////////////////////////////////////////////
template<class MaskType>
INLINE bool CollisionLevelState<MaskType>::
has_max_colliders() {
return CurrentMask::has_max_num_bits();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_max_colliders
// Access: Public, Static
// Description: Returns the maximum number of colliders that may be
// added to the CollisionLevelState at any one time.
// added to the CollisionLevelStateBase at any one time.
////////////////////////////////////////////////////////////////////
INLINE int CollisionLevelState::
template<class MaskType>
INLINE int CollisionLevelState<MaskType>::
get_max_colliders() {
return CurrentMask::get_max_num_bits();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_node_path
// Access: Public
// Description: Returns the NodePath representing the node instance
// we have traversed to.
////////////////////////////////////////////////////////////////////
INLINE NodePath CollisionLevelState::
get_node_path() const {
return _node_path.get_node_path();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::node
// Access: Public
// Description: Returns the PandaNode pointer of the node we have
// traversed to.
////////////////////////////////////////////////////////////////////
INLINE PandaNode *CollisionLevelState::
node() const {
return _node_path.node();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_num_colliders
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE int CollisionLevelState::
get_num_colliders() const {
return _colliders.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::has_collider
// Access: Public
// Description: Returns true if the nth collider in the LevelState is
// still part of the level.
////////////////////////////////////////////////////////////////////
INLINE bool CollisionLevelState::
template<class MaskType>
INLINE bool CollisionLevelState<MaskType>::
has_collider(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), false);
return (_current.get_bit(n));
@ -137,134 +270,22 @@ has_collider(int n) const {
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool CollisionLevelState::
template<class MaskType>
INLINE bool CollisionLevelState<MaskType>::
has_any_collider() const {
return !_current.is_zero();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_collider
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionSolid *CollisionLevelState::
get_collider(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
nassertr(has_collider(n), NULL);
return _colliders[n]._collider;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_collider_node
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionNode *CollisionLevelState::
get_collider_node(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
nassertr(has_collider(n), NULL);
return _colliders[n]._node;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_collider_node_path
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE NodePath CollisionLevelState::
get_collider_node_path(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NodePath::fail());
nassertr(has_collider(n), NodePath::fail());
return _colliders[n]._node_path;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_local_bound
// Access: Public
// Description: Returns the bounding volume of the indicated
// collider, transformed into the current node's
// transform space.
////////////////////////////////////////////////////////////////////
INLINE const GeometricBoundingVolume *CollisionLevelState::
get_local_bound(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
nassertr(has_collider(n), NULL);
nassertr(n >= 0 && n < (int)_local_bounds.size(), NULL);
// 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);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_parent_bound
// Access: Public
// Description: 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 *CollisionLevelState::
get_parent_bound(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
nassertr(has_collider(n), NULL);
nassertr(n >= 0 && n < (int)_parent_bounds.size(), NULL);
// But it can figure out this equivalent line.
return *(_parent_bounds + n);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::omit_collider
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionLevelState::
template<class MaskType>
INLINE void CollisionLevelState<MaskType>::
omit_collider(int n) {
nassertv(n >= 0 && n < (int)_colliders.size());
nassertv(has_collider(n));
_current.clear_bit(n);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::set_include_mask
// Access: Public
// Description: 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 CollisionLevelState::
set_include_mask(CollideMask include_mask) {
_include_mask = include_mask;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::get_include_mask
// Access: Public
// Description: 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 CollisionLevelState::
get_include_mask() const {
return _include_mask;
}

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@ -1,5 +1,5 @@
// Filename: collisionLevelState.cxx
// Created by: drose (16Mar02)
// Created by: drose (05Apr07)
//
////////////////////////////////////////////////////////////////////
//
@ -17,211 +17,3 @@
////////////////////////////////////////////////////////////////////
#include "collisionLevelState.h"
#include "collisionSolid.h"
#include "collisionNode.h"
#include "dcast.h"
PStatCollector CollisionLevelState::_node_volume_pcollector("Collision Volumes:PandaNode");
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::clear
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
clear() {
_colliders.clear();
_local_bounds.clear();
_parent_bounds.clear();
_current.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::reserve
// Access: Public
// Description: Indicates an intention to add the indicated number of
// colliders to the level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
reserve(int num_colliders) {
nassertv(!CurrentMask::has_max_num_bits() ||
num_colliders <= CurrentMask::get_max_num_bits());
_colliders.reserve(num_colliders);
_local_bounds.reserve(num_colliders);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::prepare_collider
// Access: Public
// Description: Adds the indicated Collider to the set of Colliders
// in the current level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
prepare_collider(const ColliderDef &def, const NodePath &root) {
int index = (int)_colliders.size();
nassertv(!CurrentMask::has_max_num_bits() ||
index <= CurrentMask::get_max_num_bits());
_colliders.push_back(def);
CollisionSolid *collider = def._collider;
CPT(BoundingVolume) bv = collider->get_bounds();
if (!bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
_local_bounds.push_back((GeometricBoundingVolume *)NULL);
} else {
GeometricBoundingVolume *gbv;
DCAST_INTO_V(gbv, bv->make_copy());
// TODO: we need to make this logic work in the new relative
// world. The bounding volume should be extended by the object's
// motion relative to each object it is considering a collision
// with. That makes things complicated!
/*
if (def._delta != LVector3f::zero()) {
// If the node has a delta, we have to include the starting
// point in the volume as well.
// Strictly speaking, we should actually transform gbv backward
// by the delta(), and extend by *that* volume, instead of
// just extending by the single point at -get_velocity().
// However, assuming the solids within a moving CollisionNode
// tend to be near the origin, this will generally produce the
// same results, and is much easier to compute.
gbv->extend_by(LPoint3f(-def._delta));
}
*/
CPT(TransformState) rel_transform = def._node_path.get_transform(root.get_parent());
gbv->xform(rel_transform->get_mat());
_local_bounds.push_back(gbv);
}
_current.set_bit(index);
_parent_bounds = _local_bounds;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::any_in_bounds
// Access: Public
// Description: Checks the bounding volume of the current node
// against each of our colliders. Eliminates from the
// current collider list any that are outside of the
// bounding volume. Returns true if any colliders
// remain, false if all of them fall outside this node's
// bounding volume.
////////////////////////////////////////////////////////////////////
bool CollisionLevelState::
any_in_bounds() {
#ifndef NDEBUG
int indent_level = 0;
if (collide_cat.is_spam()) {
indent_level = _node_path.get_num_nodes() * 2;
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< "Considering " << _node_path.get_node_path() << "\n";
}
#endif // NDEBUG
CPT(BoundingVolume) node_bv = node()->get_bounds();
if (node_bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
const GeometricBoundingVolume *node_gbv;
DCAST_INTO_R(node_gbv, node_bv, false);
int num_colliders = get_num_colliders();
for (int c = 0; c < num_colliders; c++) {
if (has_collider(c)) {
CollisionNode *cnode = get_collider_node(c);
bool is_in = false;
// Don't even bother testing the bounding volume if there are
// no collide bits in common between our collider and this
// node.
CollideMask from_mask = cnode->get_from_collide_mask() & _include_mask;
if (!(from_mask & node()->get_net_collide_mask()).is_zero()) {
// There are bits in common, so go ahead and try the
// bounding volume.
const GeometricBoundingVolume *col_gbv =
get_local_bound(c);
if (col_gbv != (GeometricBoundingVolume *)NULL) {
is_in = (node_gbv->contains(col_gbv) != 0);
_node_volume_pcollector.add_level(1);
#ifndef NDEBUG
if (collide_cat.is_spam()) {
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< "Comparing " << c << ": " << *col_gbv
<< " to " << *node_gbv << ", is_in = " << is_in << "\n";
}
#endif // NDEBUG
}
}
if (!is_in) {
// This collider cannot intersect with any geometry at
// this node or below.
omit_collider(c);
}
}
}
}
#ifndef NDEBUG
if (collide_cat.is_spam()) {
int num_active_colliders = 0;
int num_colliders = get_num_colliders();
for (int c = 0; c < num_colliders; c++) {
if (has_collider(c)) {
num_active_colliders++;
}
}
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< _node_path.get_node_path() << " has " << num_active_colliders
<< " interested colliders.\n";
}
#endif // NDEBUG
return has_any_collider();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::apply_transform
// Access: Public
// Description: Applies the inverse transform from the current node,
// if any, onto all the colliders in the level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
apply_transform() {
// The "parent" bounds list remembers the bounds list of the
// previous node.
_parent_bounds = _local_bounds;
// Recompute the bounds list of this node (if we have a transform).
const TransformState *node_transform = node()->get_transform();
if (!node_transform->is_identity()) {
CPT(TransformState) inv_transform =
node_transform->invert_compose(TransformState::make_identity());
const LMatrix4f &mat = inv_transform->get_mat();
// Now build the new bounding volumes list.
BoundingVolumes new_bounds;
int num_colliders = get_num_colliders();
new_bounds.reserve(num_colliders);
for (int c = 0; c < num_colliders; c++) {
if (!has_collider(c) ||
get_local_bound(c) == (GeometricBoundingVolume *)NULL) {
new_bounds.push_back((GeometricBoundingVolume *)NULL);
} else {
const GeometricBoundingVolume *old_bound = get_local_bound(c);
GeometricBoundingVolume *new_bound =
DCAST(GeometricBoundingVolume, old_bound->make_copy());
new_bound->xform(mat);
new_bounds.push_back(new_bound);
}
}
_local_bounds = new_bounds;
}
}

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@ -21,93 +21,68 @@
#include "pandabase.h"
#include "luse.h"
#include "pointerToArray.h"
#include "geometricBoundingVolume.h"
#include "nodePath.h"
#include "workingNodePath.h"
#include "pointerTo.h"
#include "plist.h"
#include "pStatCollector.h"
#include "collisionLevelStateBase.h"
#include "collisionNode.h"
#include "bitMask.h"
class CollisionSolid;
class CollisionNode;
#include "bitArray.h"
////////////////////////////////////////////////////////////////////
// Class : CollisionLevelState
// Description : This is the state information the
// CollisionTraverser retains for each level during
// traversal.
//
// This is the template class that specifies the
// CurrentMask type: the type of bitmask that is used to
// keep track of the set of active colliders for each
// node.
////////////////////////////////////////////////////////////////////
class CollisionLevelState {
template<class MaskType>
class CollisionLevelState : public CollisionLevelStateBase {
public:
class ColliderDef {
public:
CollisionSolid *_collider;
CollisionNode *_node;
NodePath _node_path;
};
INLINE CollisionLevelState(const NodePath &node_path);
INLINE CollisionLevelState(const CollisionLevelState &parent,
INLINE CollisionLevelState(const CollisionLevelState<MaskType> &parent,
PandaNode *child);
INLINE CollisionLevelState(const CollisionLevelState &copy);
INLINE void operator = (const CollisionLevelState &copy);
INLINE CollisionLevelState(const CollisionLevelState<MaskType> &copy);
INLINE void operator = (const CollisionLevelState<MaskType> &copy);
void clear();
void reserve(int num_colliders);
void prepare_collider(const ColliderDef &def, const NodePath &root);
INLINE static int get_max_colliders();
INLINE void clear();
INLINE void prepare_collider(const ColliderDef &def, const NodePath &root);
bool any_in_bounds();
void apply_transform();
INLINE NodePath get_node_path() const;
INLINE PandaNode *node() const;
INLINE int get_num_colliders() const;
INLINE static bool has_max_colliders();
INLINE static int get_max_colliders();
INLINE bool has_collider(int n) const;
INLINE bool has_any_collider() const;
INLINE CollisionSolid *get_collider(int n) const;
INLINE CollisionNode *get_collider_node(int n) const;
INLINE NodePath get_collider_node_path(int n) const;
INLINE const GeometricBoundingVolume *get_local_bound(int n) const;
INLINE const GeometricBoundingVolume *get_parent_bound(int n) const;
INLINE void omit_collider(int n);
INLINE void set_include_mask(CollideMask include_mask);
INLINE CollideMask get_include_mask() const;
private:
// CurrentMask here is a locally-defined value that simply serves
// to keep track of the colliders that are still interested in the
// current node. Don't confuse it with CollideMask, which is a set
// of user-defined bits that specify which CollisionSolids may
// possibly intersect with each other.
typedef BitMaskNative CurrentMask;
WorkingNodePath _node_path;
typedef PTA(ColliderDef) Colliders;
Colliders _colliders;
typedef MaskType CurrentMask;
CurrentMask _current;
CollideMask _include_mask;
typedef PTA(CPT(GeometricBoundingVolume)) BoundingVolumes;
BoundingVolumes _local_bounds;
BoundingVolumes _parent_bounds;
static PStatCollector _node_volume_pcollector;
friend class CollisionTraverser;
};
#include "collisionLevelState.I"
// Now instantiate a pair of implementations of CollisionLevelState:
// one that uses a word-at-a-time bitmask to track the active
// colliders (and thus is limited to handling 32 or 64 colliders in a
// given pass), and another that uses an infinite BitArray to track
// these colliders (and thus has no particular limit).
typedef CollisionLevelState<BitMaskNative> CollisionLevelStateWord;
typedef CollisionLevelState<BitArray> CollisionLevelStateArray;
#endif

View File

@ -0,0 +1,215 @@
// Filename: collisionLevelStateBase.I
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const NodePath &node_path) :
_node_path(node_path),
_include_mask(CollideMask::all_on())
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Constructor
// Access: Public
// Description: 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)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
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)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Copy Assignment Operator
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
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;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_node_path
// Access: Public
// Description: Returns the NodePath representing the node instance
// we have traversed to.
////////////////////////////////////////////////////////////////////
INLINE NodePath CollisionLevelStateBase::
get_node_path() const {
return _node_path.get_node_path();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::node
// Access: Public
// Description: Returns the PandaNode pointer of the node we have
// traversed to.
////////////////////////////////////////////////////////////////////
INLINE PandaNode *CollisionLevelStateBase::
node() const {
return _node_path.node();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_num_colliders
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE int CollisionLevelStateBase::
get_num_colliders() const {
return _colliders.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_collider
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionSolid *CollisionLevelStateBase::
get_collider(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
return _colliders[n]._collider;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_collider_node
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionNode *CollisionLevelStateBase::
get_collider_node(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
return _colliders[n]._node;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_collider_node_path
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE NodePath CollisionLevelStateBase::
get_collider_node_path(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NodePath::fail());
return _colliders[n]._node_path;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_local_bound
// Access: Public
// Description: 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(), NULL);
nassertr(n >= 0 && n < (int)_local_bounds.size(), NULL);
// 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);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_parent_bound
// Access: Public
// Description: 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(), NULL);
nassertr(n >= 0 && n < (int)_parent_bounds.size(), NULL);
// But it can figure out this equivalent line.
return *(_parent_bounds + n);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::set_include_mask
// Access: Public
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_include_mask
// Access: Public
// Description: 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;
}

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@ -0,0 +1,93 @@
// Filename: collisionLevelStateBase.cxx
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "collisionLevelStateBase.h"
#include "collisionSolid.h"
#include "collisionNode.h"
#include "dcast.h"
PStatCollector CollisionLevelStateBase::_node_volume_pcollector("Collision Volumes:PandaNode");
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::clear
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void CollisionLevelStateBase::
clear() {
_colliders.clear();
_local_bounds.clear();
_parent_bounds.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::reserve
// Access: Public
// Description: Indicates an intention to add the indicated number of
// colliders to the level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelStateBase::
reserve(int num_colliders) {
_colliders.reserve(num_colliders);
_local_bounds.reserve(num_colliders);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::prepare_collider
// Access: Public
// Description: Adds the indicated Collider to the set of Colliders
// in the current level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelStateBase::
prepare_collider(const ColliderDef &def, const NodePath &root) {
_colliders.push_back(def);
CollisionSolid *collider = def._collider;
CPT(BoundingVolume) bv = collider->get_bounds();
if (!bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
_local_bounds.push_back((GeometricBoundingVolume *)NULL);
} else {
GeometricBoundingVolume *gbv;
DCAST_INTO_V(gbv, bv->make_copy());
// TODO: we need to make this logic work in the new relative
// world. The bounding volume should be extended by the object's
// motion relative to each object it is considering a collision
// with. That makes things complicated!
/*
if (def._delta != LVector3f::zero()) {
// If the node has a delta, we have to include the starting
// point in the volume as well.
// Strictly speaking, we should actually transform gbv backward
// by the delta(), and extend by *that* volume, instead of
// just extending by the single point at -get_velocity().
// However, assuming the solids within a moving CollisionNode
// tend to be near the origin, this will generally produce the
// same results, and is much easier to compute.
gbv->extend_by(LPoint3f(-def._delta));
}
*/
CPT(TransformState) rel_transform = def._node_path.get_transform(root.get_parent());
gbv->xform(rel_transform->get_mat());
_local_bounds.push_back(gbv);
}
_parent_bounds = _local_bounds;
}

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@ -0,0 +1,100 @@
// Filename: collisionLevelStateBase.h
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef COLLISIONLEVELSTATEBASE_H
#define COLLISIONLEVELSTATEBASE_H
#include "pandabase.h"
#include "luse.h"
#include "pointerToArray.h"
#include "geometricBoundingVolume.h"
#include "nodePath.h"
#include "workingNodePath.h"
#include "pointerTo.h"
#include "plist.h"
#include "pStatCollector.h"
#include "bitMask.h"
class CollisionSolid;
class CollisionNode;
////////////////////////////////////////////////////////////////////
// Class : CollisionLevelStateBase
// Description : This is the state information the
// CollisionTraverser retains for each level during
// traversal.
//
// The CollisionLevelStateBase is the non-template base
// class. The template version further specifies this
// on CurrentMask type.
////////////////////////////////////////////////////////////////////
class CollisionLevelStateBase {
public:
class ColliderDef {
public:
CollisionSolid *_collider;
CollisionNode *_node;
NodePath _node_path;
};
INLINE CollisionLevelStateBase(const NodePath &node_path);
INLINE CollisionLevelStateBase(const CollisionLevelStateBase &parent,
PandaNode *child);
INLINE CollisionLevelStateBase(const CollisionLevelStateBase &copy);
INLINE void operator = (const CollisionLevelStateBase &copy);
void clear();
void reserve(int num_colliders);
void prepare_collider(const ColliderDef &def, const NodePath &root);
INLINE NodePath get_node_path() const;
INLINE PandaNode *node() const;
INLINE int get_num_colliders() const;
INLINE CollisionSolid *get_collider(int n) const;
INLINE CollisionNode *get_collider_node(int n) const;
INLINE NodePath get_collider_node_path(int n) const;
INLINE const GeometricBoundingVolume *get_local_bound(int n) const;
INLINE const GeometricBoundingVolume *get_parent_bound(int n) const;
INLINE void set_include_mask(CollideMask include_mask);
INLINE CollideMask get_include_mask() const;
protected:
WorkingNodePath _node_path;
typedef PTA(ColliderDef) Colliders;
Colliders _colliders;
CollideMask _include_mask;
typedef PTA(CPT(GeometricBoundingVolume)) BoundingVolumes;
BoundingVolumes _local_bounds;
BoundingVolumes _parent_bounds;
static PStatCollector _node_volume_pcollector;
friend class CollisionTraverser;
};
#include "collisionLevelStateBase.I"
#endif

View File

@ -275,22 +275,43 @@ traverse(const NodePath &root) {
get_recorder()->begin_traversal();
}
#endif // DO_COLLISION_RECORDING
LevelStates level_states;
prepare_colliders(level_states, root);
Handlers::iterator hi;
for (hi = _handlers.begin(); hi != _handlers.end(); ++hi) {
(*hi).first->begin_group();
}
// Make a number of passes, one for each group of 32 Colliders (or
// whatever number of bits we have available in CurrentMask).
for (size_t pass = 0; pass < level_states.size(); ++pass) {
#ifdef DO_PSTATS
PStatTimer pass_timer(get_pass_collector(pass));
#endif
r_traverse(level_states[pass], pass);
bool do_array_pass = true;
if (_colliders.size() <= CollisionLevelStateWord::get_max_colliders() ||
!allow_collider_bitarray) {
// Use the word-at-a-time traverser, which might need to make
// several passes.
LevelStatesWord level_states;
prepare_colliders_word(level_states, root);
if (level_states.size() == 1 || !allow_collider_bitarray) {
do_array_pass = false;
// Make a number of passes, one for each group of 32 Colliders (or
// whatever number of bits we have available in CurrentMask).
for (size_t pass = 0; pass < level_states.size(); ++pass) {
#ifdef DO_PSTATS
PStatTimer pass_timer(get_pass_collector(pass));
#endif
r_traverse_word(level_states[pass], pass);
}
}
}
if (do_array_pass) {
// Use the array-at-a-time traverser, which can do the whole thing
// at once, even if there are many colliders.
CollisionLevelStateArray level_state(root);
prepare_colliders_array(level_state, root);
#ifdef DO_PSTATS
PStatTimer pass_timer(get_pass_collector(0));
#endif
r_traverse_array(level_state);
}
hi = _handlers.begin();
@ -309,7 +330,7 @@ traverse(const NodePath &root) {
}
#endif // DO_COLLISION_RECORDING
CollisionLevelState::_node_volume_pcollector.flush_level();
CollisionLevelStateBase::_node_volume_pcollector.flush_level();
_cnode_volume_pcollector.flush_level();
_gnode_volume_pcollector.flush_level();
_geom_volume_pcollector.flush_level();
@ -459,17 +480,22 @@ write(ostream &out, int indent_level) const {
////////////////////////////////////////////////////////////////////
// Function: CollisionTraverser::prepare_colliders
// Function: CollisionTraverser::prepare_colliders_word
// Access: Private
// Description:
// Description: Fills up the set of LevelStates corresponding to the
// active colliders in use.
//
// This flavor uses a CollisionLevelStateWord, which is
// limited to a certain number of colliders per pass
// (typically 32).
////////////////////////////////////////////////////////////////////
void CollisionTraverser::
prepare_colliders(CollisionTraverser::LevelStates &level_states,
const NodePath &root) {
prepare_colliders_word(CollisionTraverser::LevelStatesWord &level_states,
const NodePath &root) {
int num_colliders = _colliders.size();
int max_colliders = CollisionLevelState::get_max_colliders();
int max_colliders = CollisionLevelStateWord::get_max_colliders();
CollisionLevelState level_state(root);
CollisionLevelStateWord level_state(root);
// This reserve() call is only correct if there is exactly one solid
// per collider added to the traverser, which is the normal case.
// If there is more than one solid in any of the colliders, this
@ -497,7 +523,7 @@ prepare_colliders(CollisionTraverser::LevelStates &level_states,
(*oci)._in_graph = true;
CollisionNode *cnode = DCAST(CollisionNode, cnode_path.node());
CollisionLevelState::ColliderDef def;
CollisionLevelStateWord::ColliderDef def;
def._node = cnode;
def._node_path = cnode_path;
@ -528,12 +554,12 @@ prepare_colliders(CollisionTraverser::LevelStates &level_states,
}
////////////////////////////////////////////////////////////////////
// Function: CollisionTraverser::r_traverse
// Function: CollisionTraverser::r_traverse_word
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void CollisionTraverser::
r_traverse(CollisionLevelState &level_state, size_t pass) {
r_traverse_word(CollisionLevelStateWord &level_state, size_t pass) {
if (!level_state.any_in_bounds()) {
return;
}
@ -629,8 +655,8 @@ r_traverse(CollisionLevelState &level_state, size_t pass) {
// visible child.
int index = node->get_visible_child();
if (index >= 0 && index < node->get_num_children()) {
CollisionLevelState next_state(level_state, node->get_child(index));
r_traverse(next_state, pass);
CollisionLevelStateWord next_state(level_state, node->get_child(index));
r_traverse_word(next_state, pass);
}
} else if (node->is_lod_node()) {
@ -643,20 +669,214 @@ r_traverse(CollisionLevelState &level_state, size_t pass) {
int index = DCAST(LODNode, node)->get_lowest_switch();
int num_children = node->get_num_children();
for (int i = 0; i < num_children; ++i) {
CollisionLevelState next_state(level_state, node->get_child(i));
CollisionLevelStateWord next_state(level_state, node->get_child(i));
if (i != index) {
next_state.set_include_mask(next_state.get_include_mask() &
~GeomNode::get_default_collide_mask());
}
r_traverse(next_state, pass);
r_traverse_word(next_state, pass);
}
} else {
// Otherwise, visit all the children.
int num_children = node->get_num_children();
for (int i = 0; i < num_children; ++i) {
CollisionLevelState next_state(level_state, node->get_child(i));
r_traverse(next_state, pass);
CollisionLevelStateWord next_state(level_state, node->get_child(i));
r_traverse_word(next_state, pass);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionTraverser::prepare_colliders_array
// Access: Private
// Description: Fills up the set of LevelStates corresponding to the
// active colliders in use.
//
// This flavor uses a CollisionLevelStateArray, which
// has no limit in the number of colliders it can handle
// in one pass.
////////////////////////////////////////////////////////////////////
void CollisionTraverser::
prepare_colliders_array(CollisionLevelStateArray &level_state,
const NodePath &root) {
int num_colliders = _colliders.size();
// This reserve() call is only correct if there is exactly one solid
// per collider added to the traverser, which is the normal case.
// If there is more than one solid in any of the colliders, this
// reserve() call won't reserve enough, but the code is otherwise
// correct.
level_state.reserve(num_colliders);
OrderedColliders sorted = _ordered_colliders;
sort(sorted.begin(), sorted.end(), SortByColliderSort());
OrderedColliders::iterator oci;
for (oci = sorted.begin(); oci != sorted.end(); ++oci) {
NodePath cnode_path = (*oci)._node_path;
if (!cnode_path.is_same_graph(root)) {
if ((*oci)._in_graph) {
// Only report this warning once.
collide_cat.info()
<< "Collider " << cnode_path
<< " is not in scene graph. Ignoring.\n";
(*oci)._in_graph = false;
}
} else {
(*oci)._in_graph = true;
CollisionNode *cnode = DCAST(CollisionNode, cnode_path.node());
CollisionLevelStateArray::ColliderDef def;
def._node = cnode;
def._node_path = cnode_path;
int num_solids = cnode->get_num_solids();
for (int s = 0; s < num_solids; ++s) {
CollisionSolid *collider = cnode->get_solid(s);
def._collider = collider;
level_state.prepare_collider(def, root);
}
}
--num_colliders;
nassertv(num_colliders >= 0);
}
nassertv(num_colliders == 0);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionTraverser::r_traverse_array
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void CollisionTraverser::
r_traverse_array(CollisionLevelStateArray &level_state) {
if (!level_state.any_in_bounds()) {
return;
}
level_state.apply_transform();
PandaNode *node = level_state.node();
if (node->is_exact_type(CollisionNode::get_class_type())) {
CollisionNode *cnode;
DCAST_INTO_V(cnode, node);
CPT(BoundingVolume) node_bv = cnode->get_bounds();
const GeometricBoundingVolume *node_gbv = NULL;
if (node_bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
DCAST_INTO_V(node_gbv, node_bv);
}
CollisionEntry entry;
entry._into_node = cnode;
entry._into_node_path = level_state.get_node_path();
if (_respect_prev_transform) {
entry._flags |= CollisionEntry::F_respect_prev_transform;
}
int num_colliders = level_state.get_num_colliders();
for (int c = 0; c < num_colliders; ++c) {
if (level_state.has_collider(c)) {
entry._from_node = level_state.get_collider_node(c);
if ((entry._from_node->get_from_collide_mask() &
cnode->get_into_collide_mask()) != 0) {
#ifdef DO_PSTATS
PStatTimer collide_timer(_solid_collide_collectors[0]);
#endif
entry._from_node_path = level_state.get_collider_node_path(c);
entry._from = level_state.get_collider(c);
compare_collider_to_node(
entry,
level_state.get_parent_bound(c),
level_state.get_local_bound(c),
node_gbv);
}
}
}
} else if (node->is_geom_node()) {
#ifndef NDEBUG
if (collide_cat.is_spam()) {
collide_cat.spam()
<< "Reached " << *node << "\n";
}
#endif
GeomNode *gnode;
DCAST_INTO_V(gnode, node);
CPT(BoundingVolume) node_bv = gnode->get_bounds();
const GeometricBoundingVolume *node_gbv = NULL;
if (node_bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
DCAST_INTO_V(node_gbv, node_bv);
}
CollisionEntry entry;
entry._into_node = gnode;
entry._into_node_path = level_state.get_node_path();
if (_respect_prev_transform) {
entry._flags |= CollisionEntry::F_respect_prev_transform;
}
int num_colliders = level_state.get_num_colliders();
for (int c = 0; c < num_colliders; ++c) {
if (level_state.has_collider(c)) {
entry._from_node = level_state.get_collider_node(c);
if ((entry._from_node->get_from_collide_mask() &
gnode->get_into_collide_mask()) != 0) {
#ifdef DO_PSTATS
PStatTimer collide_timer(_solid_collide_collectors[0]);
#endif
entry._from_node_path = level_state.get_collider_node_path(c);
entry._from = level_state.get_collider(c);
compare_collider_to_geom_node(
entry,
level_state.get_parent_bound(c),
level_state.get_local_bound(c),
node_gbv);
}
}
}
}
if (node->has_single_child_visibility()) {
// If it's a switch node or sequence node, visit just the one
// visible child.
int index = node->get_visible_child();
if (index >= 0 && index < node->get_num_children()) {
CollisionLevelStateArray next_state(level_state, node->get_child(index));
r_traverse_array(next_state);
}
} else if (node->is_lod_node()) {
// If it's an LODNode, visit the lowest level of detail with all
// bits, allowing collision with geometry under the lowest level
// of default; and visit all other levels without
// GeomNode::get_default_collide_mask(), allowing only collision
// with CollisionNodes and special geometry under higher levels of
// detail.
int index = DCAST(LODNode, node)->get_lowest_switch();
int num_children = node->get_num_children();
for (int i = 0; i < num_children; ++i) {
CollisionLevelStateArray next_state(level_state, node->get_child(i));
if (i != index) {
next_state.set_include_mask(next_state.get_include_mask() &
~GeomNode::get_default_collide_mask());
}
r_traverse_array(next_state);
}
} else {
// Otherwise, visit all the children.
int num_children = node->get_num_children();
for (int i = 0; i < num_children; ++i) {
CollisionLevelStateArray next_state(level_state, node->get_child(i));
r_traverse_array(next_state);
}
}
}

View File

@ -81,10 +81,12 @@ PUBLISHED:
void write(ostream &out, int indent_level) const;
private:
typedef pvector<CollisionLevelState> LevelStates;
void prepare_colliders(LevelStates &level_states, const NodePath &root);
typedef pvector<CollisionLevelStateWord> LevelStatesWord;
void prepare_colliders_word(LevelStatesWord &level_states, const NodePath &root);
void r_traverse_word(CollisionLevelStateWord &level_state, size_t pass);
void r_traverse(CollisionLevelState &level_state, size_t pass);
void prepare_colliders_array(CollisionLevelStateArray &level_state, const NodePath &root);
void r_traverse_array(CollisionLevelStateArray &level_state);
void compare_collider_to_node(CollisionEntry &entry,
const GeometricBoundingVolume *from_parent_gbv,

View File

@ -63,6 +63,13 @@ ConfigVariableBool respect_effective_normal
"collision solids (including polygons and planes) use their actual "
"normal for intersection and physics tests."));
ConfigVariableBool allow_collider_bitarray
("allow-collider-bitarray", true,
PRC_DESC("Set this true to enable the use of a BitArray to manage many "
"colliders added to a single traverser in one pass. If this is "
"false, a finite BitMask is always used instead, which is faster "
"per node visited, but may require multiple passes."));
////////////////////////////////////////////////////////////////////
// Function: init_libcollide

View File

@ -27,6 +27,7 @@ NotifyCategoryDecl(collide, EXPCL_PANDA, EXPTP_PANDA);
extern EXPCL_PANDA ConfigVariableBool respect_prev_transform;
extern EXPCL_PANDA ConfigVariableBool respect_effective_normal;
extern EXPCL_PANDA ConfigVariableBool allow_collider_bitarray;
extern EXPCL_PANDA void init_libcollide();