open_toontown_panda3d/panda/src/collide/collisionHandlerPhysical.cxx

193 lines
7.2 KiB
C++

// Filename: collisionHandlerPhysical.cxx
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "collisionHandlerPhysical.h"
#include "config_collide.h"
#include "transformState.h"
TypeHandle CollisionHandlerPhysical::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerPhysical::
CollisionHandlerPhysical() {
_has_contact = false;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerPhysical::
~CollisionHandlerPhysical() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::begin_group
// Access: Public, Virtual
// Description: Will be called by the CollisionTraverser before a new
// traversal is begun. It instructs the handler to
// reset itself in preparation for a number of
// CollisionEntries to be sent.
////////////////////////////////////////////////////////////////////
void CollisionHandlerPhysical::
begin_group() {
CollisionHandlerEvent::begin_group();
_from_entries.clear();
_has_contact = false;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::add_entry
// Access: Public, Virtual
// Description: Called between a begin_group() .. end_group()
// sequence for each collision that is detected.
////////////////////////////////////////////////////////////////////
void CollisionHandlerPhysical::
add_entry(CollisionEntry *entry) {
nassertv(entry != (CollisionEntry *)NULL);
CollisionHandlerEvent::add_entry(entry);
if (entry->get_from()->is_tangible() &&
(!entry->has_into() || entry->get_into()->is_tangible())) {
if (has_center()) {
// If a center is specified, we have to make sure the surface is
// more-or-less facing it.
if (!entry->has_surface_point() || !entry->has_surface_normal()) {
return;
}
LPoint3f point = entry->get_surface_point(_center);
LVector3f normal = entry->get_surface_normal(_center);
if (point.dot(normal) > 0) {
return;
}
}
_from_entries[entry->get_from_node_path()].push_back(entry);
_has_contact = true;
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::end_group
// Access: Public, Virtual
// Description: Called by the CollisionTraverser at the completion of
// all collision detections for this traversal. It
// should do whatever finalization is required for the
// handler.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerPhysical::
end_group() {
bool result = handle_entries();
CollisionHandlerEvent::end_group();
return result;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::add_collider
// Access: Published
// Description: Adds a new collider to the list with a NodePath
// that will be updated with the collider's new
// position, or updates the existing collider with a new
// NodePath object.
////////////////////////////////////////////////////////////////////
void CollisionHandlerPhysical::
add_collider(const NodePath &collider, const NodePath &target) {
nassertv(!collider.is_empty() && collider.node()->is_of_type(CollisionNode::get_class_type()));
nassertv(validate_target(target));
_colliders[collider].set_target(target);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::add_collider
// Access: Published
// Description: Adds a new collider to the list with a NodePath
// that will be updated with the collider's new
// position, or updates the existing collider with a new
// NodePath object.
//
// The indicated DriveInterface will also be updated
// with the target's new transform each frame. This
// method should be used when the target is directly
// controlled by a DriveInterface.
////////////////////////////////////////////////////////////////////
void CollisionHandlerPhysical::
add_collider(const NodePath &collider, const NodePath &target,
DriveInterface *drive_interface) {
nassertv(!collider.is_empty() && collider.node()->is_of_type(CollisionNode::get_class_type()));
nassertv(validate_target(target));
_colliders[collider].set_target(target, drive_interface);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::remove_collider
// Access: Published
// Description: Removes the collider from the list of colliders that
// this handler knows about.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerPhysical::
remove_collider(const NodePath &collider) {
Colliders::iterator ci = _colliders.find(collider);
if (ci == _colliders.end()) {
return false;
}
_colliders.erase(ci);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::has_collider
// Access: Published
// Description: Returns true if the handler knows about the indicated
// collider, false otherwise.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerPhysical::
has_collider(const NodePath &target) const {
Colliders::const_iterator ci = _colliders.find(target);
return (ci != _colliders.end());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::clear_colliders
// Access: Published
// Description: Completely empties the list of colliders this handler
// knows about.
////////////////////////////////////////////////////////////////////
void CollisionHandlerPhysical::
clear_colliders() {
_colliders.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPhysical::validate_target
// Access: Protected, Virtual
// Description: Called internally to validate the target passed to
// add_collider(). Returns true if acceptable, false
// otherwise.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerPhysical::
validate_target(const NodePath &target) {
nassertr_always(!target.is_empty(), false);
return true;
}