121 lines
3.7 KiB
C++
121 lines
3.7 KiB
C++
// Filename: collisionNode.h
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// Created by: drose (16Mar02)
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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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#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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// Class : CollisionNode
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// Description : A node in the scene graph that can hold any number of
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// CollisionSolids. This may either represent a bit of
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// static geometry in the scene that things will collide
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// with, or an animated object twirling around in the
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// world and running into things.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA CollisionNode : public PandaNode {
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PUBLISHED:
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CollisionNode(const 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 LMatrix4f &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 void output(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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void set_collide_geom(bool flag);
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bool get_collide_geom() const;
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INLINE void clear_solids();
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INLINE int get_num_solids() const;
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INLINE CollisionSolid *get_solid(int n) const;
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INLINE void set_solid(int n, CollisionSolid *solid);
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INLINE void remove_solid(int n);
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INLINE int add_solid(CollisionSolid *solid);
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INLINE static CollideMask get_default_collide_mask();
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protected:
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virtual PT(BoundingVolume) compute_internal_bounds(int pipeline_stage, 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
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// traversal will take place in App only. Perhaps we will revisit
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// this later.
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CollideMask _from_collide_mask;
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bool _collide_geom;
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typedef pvector< PT(CollisionSolid) > Solids;
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Solids _solids;
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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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