163 lines
4.2 KiB
C++
163 lines
4.2 KiB
C++
/**
|
|
* 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."
|
|
*
|
|
* @file collisionHandlerPhysical.cxx
|
|
* @author drose
|
|
* @date 2002-03-16
|
|
*/
|
|
|
|
#include "collisionHandlerPhysical.h"
|
|
#include "config_collide.h"
|
|
|
|
#include "transformState.h"
|
|
|
|
TypeHandle CollisionHandlerPhysical::_type_handle;
|
|
|
|
|
|
/**
|
|
*
|
|
*/
|
|
CollisionHandlerPhysical::
|
|
CollisionHandlerPhysical() {
|
|
_has_contact = false;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
CollisionHandlerPhysical::
|
|
~CollisionHandlerPhysical() {
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* Called between a begin_group() .. end_group() sequence for each collision
|
|
* that is detected.
|
|
*/
|
|
void CollisionHandlerPhysical::
|
|
add_entry(CollisionEntry *entry) {
|
|
nassertv(entry != nullptr);
|
|
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;
|
|
}
|
|
|
|
LPoint3 point = entry->get_surface_point(_center);
|
|
LVector3 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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* 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_collision_node());
|
|
nassertv(validate_target(target));
|
|
_colliders[collider].set_target(target);
|
|
}
|
|
|
|
/**
|
|
* 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_collision_node());
|
|
nassertv(validate_target(target));
|
|
_colliders[collider].set_target(target, drive_interface);
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* 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());
|
|
}
|
|
|
|
/**
|
|
* Completely empties the list of colliders this handler knows about.
|
|
*/
|
|
void CollisionHandlerPhysical::
|
|
clear_colliders() {
|
|
_colliders.clear();
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|