151 lines
5.0 KiB
Plaintext
151 lines
5.0 KiB
Plaintext
// Filename: collisionRay.I
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// Created by: drose (22Jun00)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::Default Constructor
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// Access: Public
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// Description: Creates an invalid ray. This isn't terribly useful;
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// it's expected that the user will subsequently adjust
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// the ray via set_origin()/set_direction() or
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// set_from_lens().
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////////////////////////////////////////////////////////////////////
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INLINE CollisionRay::
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CollisionRay() :
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_origin(LPoint3f(0.0, 0.0, 0.0)),
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_direction(LVector3f(0.0, 0.0, 0.0))
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CollisionRay::
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CollisionRay(const LPoint3f &origin, const LVector3f &direction) :
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_origin(origin), _direction(direction)
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{
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nassertv(_direction != LPoint3f::zero());
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CollisionRay::
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CollisionRay(float ox, float oy, float oz,
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float dx, float dy, float dz) :
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_origin(ox, oy, oz), _direction(dx, dy, dz)
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{
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nassertv(_direction != LPoint3f::zero());
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CollisionRay::
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CollisionRay(const CollisionRay ©) :
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CollisionSolid(copy),
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_origin(copy._origin),
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_direction(copy._direction)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::set_origin
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionRay::
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set_origin(const LPoint3f &origin) {
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_origin = origin;
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mark_internal_bounds_stale();
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mark_viz_stale();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::set_origin
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionRay::
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set_origin(float x, float y, float z) {
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set_origin(LPoint3f(x, y, z));
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::get_origin
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const LPoint3f &CollisionRay::
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get_origin() const {
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return _origin;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::set_direction
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionRay::
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set_direction(const LVector3f &direction) {
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_direction = direction;
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mark_internal_bounds_stale();
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mark_viz_stale();
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nassertv(_direction != LPoint3f::zero());
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::set_direction
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionRay::
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set_direction(float x, float y, float z) {
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set_direction(LVector3f(x, y, z));
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::get_direction
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const LVector3f &CollisionRay::
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get_direction() const {
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return _direction;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionRay::set_from_lens
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// Access: Public
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// Description: Accepts a LensNode and a 2-d point in the range
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// [-1,1]. Sets the CollisionRay so that it begins at
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// the LensNode's near plane and extends to
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// infinity, making it suitable for picking objects from
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// the screen given a camera and a mouse location.
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////////////////////////////////////////////////////////////////////
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INLINE bool CollisionRay::
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set_from_lens(LensNode *camera, float px, float py) {
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return set_from_lens(camera, LPoint2f(px, py));
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}
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