open_toontown_panda3d/panda/src/collide/collisionNode.h

121 lines
3.7 KiB
C++

// Filename: collisionNode.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 COLLISIONNODE_H
#define COLLISIONNODE_H
#include "pandabase.h"
#include "collisionSolid.h"
#include "collideMask.h"
#include "pandaNode.h"
////////////////////////////////////////////////////////////////////
// Class : CollisionNode
// Description : A node in the scene graph that can hold any number of
// CollisionSolids. This may either represent a bit of
// static geometry in the scene that things will collide
// with, or an animated object twirling around in the
// world and running into things.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA CollisionNode : public PandaNode {
PUBLISHED:
CollisionNode(const string &name);
protected:
CollisionNode(const CollisionNode &copy);
public:
virtual ~CollisionNode();
virtual PandaNode *make_copy() const;
virtual bool preserve_name() const;
virtual void xform(const LMatrix4f &mat);
virtual PandaNode *combine_with(PandaNode *other);
virtual CollideMask get_legal_collide_mask() const;
virtual bool cull_callback(CullTraverser *trav, CullTraverserData &data);
virtual bool is_renderable() const;
virtual void output(ostream &out) const;
PUBLISHED:
INLINE void set_collide_mask(CollideMask mask);
void set_from_collide_mask(CollideMask mask);
INLINE void set_into_collide_mask(CollideMask mask);
INLINE CollideMask get_from_collide_mask() const;
INLINE CollideMask get_into_collide_mask() const;
void set_collide_geom(bool flag);
bool get_collide_geom() const;
INLINE void clear_solids();
INLINE int get_num_solids() const;
INLINE CollisionSolid *get_solid(int n) const;
INLINE void set_solid(int n, CollisionSolid *solid);
INLINE void remove_solid(int n);
INLINE int add_solid(CollisionSolid *solid);
INLINE static CollideMask get_default_collide_mask();
protected:
virtual PT(BoundingVolume) compute_internal_bounds(int pipeline_stage, Thread *current_thread) const;
private:
CPT(RenderState) get_last_pos_state();
// This data is not cycled, for now. We assume the collision
// traversal will take place in App only. Perhaps we will revisit
// this later.
CollideMask _from_collide_mask;
bool _collide_geom;
typedef pvector< PT(CollisionSolid) > Solids;
Solids _solids;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
PandaNode::init_type();
register_type(_type_handle, "CollisionNode",
PandaNode::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "collisionNode.I"
#endif