193 lines
7.2 KiB
C++
193 lines
7.2 KiB
C++
// Filename: collisionHandlerPhysical.cxx
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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) 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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////////////////////////////////////////////////////////////////////
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#include "collisionHandlerPhysical.h"
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#include "config_collide.h"
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#include "transformState.h"
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TypeHandle CollisionHandlerPhysical::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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CollisionHandlerPhysical::
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CollisionHandlerPhysical() {
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_has_contact = false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CollisionHandlerPhysical::
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~CollisionHandlerPhysical() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::begin_group
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// Access: Public, Virtual
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// Description: Will be called by the CollisionTraverser before a new
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// traversal is begun. It instructs the handler to
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// reset itself in preparation for a number of
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// CollisionEntries to be sent.
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////////////////////////////////////////////////////////////////////
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void CollisionHandlerPhysical::
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begin_group() {
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CollisionHandlerEvent::begin_group();
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_from_entries.clear();
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_has_contact = false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::add_entry
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// Access: Public, Virtual
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// Description: Called between a begin_group() .. end_group()
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// sequence for each collision that is detected.
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////////////////////////////////////////////////////////////////////
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void CollisionHandlerPhysical::
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add_entry(CollisionEntry *entry) {
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nassertv(entry != (CollisionEntry *)NULL);
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CollisionHandlerEvent::add_entry(entry);
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if (entry->get_from()->is_tangible() &&
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(!entry->has_into() || entry->get_into()->is_tangible())) {
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if (has_center()) {
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// If a center is specified, we have to make sure the surface is
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// more-or-less facing it.
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if (!entry->has_surface_point() || !entry->has_surface_normal()) {
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return;
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}
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LPoint3f point = entry->get_surface_point(_center);
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LVector3f normal = entry->get_surface_normal(_center);
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if (point.dot(normal) > 0) {
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return;
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}
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}
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_from_entries[entry->get_from_node_path()].push_back(entry);
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_has_contact = true;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::end_group
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// Access: Public, Virtual
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// Description: Called by the CollisionTraverser at the completion of
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// all collision detections for this traversal. It
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// should do whatever finalization is required for the
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// handler.
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////////////////////////////////////////////////////////////////////
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bool CollisionHandlerPhysical::
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end_group() {
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bool result = handle_entries();
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CollisionHandlerEvent::end_group();
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::add_collider
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// Access: Published
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// Description: Adds a new collider to the list with a NodePath
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// that will be updated with the collider's new
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// position, or updates the existing collider with a new
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// NodePath object.
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////////////////////////////////////////////////////////////////////
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void CollisionHandlerPhysical::
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add_collider(const NodePath &collider, const NodePath &target) {
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nassertv(!collider.is_empty() && collider.node()->is_of_type(CollisionNode::get_class_type()));
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nassertv(validate_target(target));
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_colliders[collider].set_target(target);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::add_collider
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// Access: Published
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// Description: Adds a new collider to the list with a NodePath
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// that will be updated with the collider's new
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// position, or updates the existing collider with a new
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// NodePath object.
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//
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// The indicated DriveInterface will also be updated
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// with the target's new transform each frame. This
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// method should be used when the target is directly
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// controlled by a DriveInterface.
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////////////////////////////////////////////////////////////////////
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void CollisionHandlerPhysical::
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add_collider(const NodePath &collider, const NodePath &target,
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DriveInterface *drive_interface) {
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nassertv(!collider.is_empty() && collider.node()->is_of_type(CollisionNode::get_class_type()));
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nassertv(validate_target(target));
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_colliders[collider].set_target(target, drive_interface);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::remove_collider
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// Access: Published
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// Description: Removes the collider from the list of colliders that
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// this handler knows about.
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////////////////////////////////////////////////////////////////////
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bool CollisionHandlerPhysical::
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remove_collider(const NodePath &collider) {
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Colliders::iterator ci = _colliders.find(collider);
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if (ci == _colliders.end()) {
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return false;
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}
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_colliders.erase(ci);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::has_collider
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// Access: Published
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// Description: Returns true if the handler knows about the indicated
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// collider, false otherwise.
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////////////////////////////////////////////////////////////////////
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bool CollisionHandlerPhysical::
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has_collider(const NodePath &target) const {
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Colliders::const_iterator ci = _colliders.find(target);
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return (ci != _colliders.end());
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::clear_colliders
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// Access: Published
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// Description: Completely empties the list of colliders this handler
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// knows about.
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////////////////////////////////////////////////////////////////////
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void CollisionHandlerPhysical::
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clear_colliders() {
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_colliders.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPhysical::validate_target
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// Access: Protected, Virtual
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// Description: Called internally to validate the target passed to
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// add_collider(). Returns true if acceptable, false
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// otherwise.
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////////////////////////////////////////////////////////////////////
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bool CollisionHandlerPhysical::
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validate_target(const NodePath &target) {
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nassertr_always(!target.is_empty(), false);
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return true;
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}
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