open_toontown_panda3d/panda/src/collide/collisionHandlerQueue.cxx

145 lines
5.1 KiB
C++

// Filename: collisionHandlerQueue.cxx
// 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 .
//
////////////////////////////////////////////////////////////////////
#include "collisionHandlerQueue.h"
#include "config_collide.h"
TypeHandle CollisionHandlerQueue::_type_handle;
// This class is used in sort_entries(), below.
class CollisionEntrySorter {
public:
CollisionEntrySorter(CollisionEntry *entry) {
_entry = entry;
LVector3f vec =
entry->get_surface_point(entry->get_from_node_path()) -
entry->get_from()->get_collision_origin();
_dist2 = vec.length_squared();
}
bool operator < (const CollisionEntrySorter &other) const {
return _dist2 < other._dist2;
}
CollisionEntry *_entry;
float _dist2;
};
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerQueue::
CollisionHandlerQueue() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::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 CollisionHandlerQueue::
begin_group() {
_entries.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::add_entry
// Access: Public, Virtual
// Description: Called between a begin_group() .. end_group()
// sequence for each collision that is detected.
////////////////////////////////////////////////////////////////////
void CollisionHandlerQueue::
add_entry(CollisionEntry *entry) {
nassertv(entry != (CollisionEntry *)NULL);
_entries.push_back(entry);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::sort_entries
// Access: Public
// Description: Sorts all the detected collisions front-to-back by
// from_intersection_point() so that those intersection
// points closest to the collider's origin (e.g., the
// center of the CollisionSphere, or the point_a of a
// CollisionSegment) appear first.
////////////////////////////////////////////////////////////////////
void CollisionHandlerQueue::
sort_entries() {
// Build up a temporary vector of entries so we can sort the
// pointers. This uses the class defined above.
typedef pvector<CollisionEntrySorter> Sorter;
Sorter sorter;
sorter.reserve(_entries.size());
Entries::const_iterator ei;
for (ei = _entries.begin(); ei != _entries.end(); ++ei) {
sorter.push_back(CollisionEntrySorter(*ei));
}
sort(sorter.begin(), sorter.end());
nassertv(sorter.size() == _entries.size());
// Now that they're sorted, get them back. We do this in two steps,
// building up a temporary vector first, so we don't accidentally
// delete all the entries when the pointers go away.
Entries sorted_entries;
sorted_entries.reserve(sorter.size());
Sorter::const_iterator si;
for (si = sorter.begin(); si != sorter.end(); ++si) {
sorted_entries.push_back((*si)._entry);
}
_entries.swap(sorted_entries);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::clear_entries
// Access: Public
// Description: Removes all the entries from the queue.
////////////////////////////////////////////////////////////////////
void CollisionHandlerQueue::
clear_entries() {
_entries.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::get_num_entries
// Access: Public
// Description: Returns the number of CollisionEntries detected last
// pass.
////////////////////////////////////////////////////////////////////
int CollisionHandlerQueue::
get_num_entries() const {
return _entries.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerQueue::get_entry
// Access: Public
// Description: Returns the nth CollisionEntry detected last pass.
////////////////////////////////////////////////////////////////////
CollisionEntry *CollisionHandlerQueue::
get_entry(int n) const {
nassertr(n >= 0 && n < (int)_entries.size(), NULL);
return _entries[n];
}