86 lines
3.3 KiB
Plaintext
86 lines
3.3 KiB
Plaintext
// Filename: collisionHandlerFloor.I
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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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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::set_offset
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// Access: Public
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// Description: Sets the linear offset to add to (or subtract from)
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// the highest detected collision point to determine the
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// actual height at which to set the collider.
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionHandlerFloor::
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set_offset(float offset) {
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_offset = offset;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::get_offset
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// Access: Public
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// Description: Returns the linear offset to add to (or subtract from)
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// the highest detected collision point to determine the
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// actual height at which to set the collider.
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionHandlerFloor::
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get_offset() const {
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return _offset;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::set_reach
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// Access: Public
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// Description: Sets the reach to add to (or subtract from)
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// the highest collision point
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionHandlerFloor::
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set_reach(float reach) {
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_reach = reach;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::get_reach
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// Access: Public
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// Description: Returns the reach to add to (or subtract from)
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// the highest collision point
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionHandlerFloor::
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get_reach() const {
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return _reach;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::set_max_velocity
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// Access: Public
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// Description: Sets the maximum speed at which the object will be
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// allowed to descend towards a floor below it, in units
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// per second. Set this to zero to allow it to
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// instantly teleport any distance.
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionHandlerFloor::
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set_max_velocity(float max_velocity) {
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_max_velocity = max_velocity;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::get_max_velocity
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// Access: Public
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// Description: Retrieves the maximum speed at which the object will
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// be allowed to descend towards a floor below it, in
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// units per second. See set_max_velocity().
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionHandlerFloor::
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get_max_velocity() const {
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return _max_velocity;
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}
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