open_toontown_panda3d/panda/src/collide/collisionHandlerGravity.h

97 lines
2.9 KiB
C++
Executable File

// Filename: CollisionHandlerGravity.h
// 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."
//
////////////////////////////////////////////////////////////////////
#ifndef CollisionHandlerGravity_H
#define CollisionHandlerGravity_H
#include "pandabase.h"
#include "collisionHandlerPhysical.h"
////////////////////////////////////////////////////////////////////
// Class : CollisionHandlerGravity
// Description : A specialized kind of CollisionHandler that sets the
// Z height of the collider to a fixed linear offset
// from the highest detected collision point each frame.
// It's intended to implement walking around on a floor
// of varying height by casting a ray down from the
// avatar's head.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_COLLIDE CollisionHandlerGravity : public CollisionHandlerPhysical {
PUBLISHED:
CollisionHandlerGravity();
virtual ~CollisionHandlerGravity();
INLINE void set_offset(float offset);
INLINE float get_offset() const;
INLINE void set_reach(float reach);
INLINE float get_reach() const;
INLINE float get_airborne_height() const;
INLINE bool is_on_ground() const;
INLINE float get_impact_velocity() const;
INLINE const LVector3f &get_contact_normal() const;
INLINE void add_velocity(float velocity);
INLINE void set_velocity(float velocity);
INLINE float get_velocity() const;
INLINE void set_gravity(float gravity);
INLINE float get_gravity() const;
INLINE void set_max_velocity(float max_vel);
INLINE float get_max_velocity() const;
protected:
float set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries);
virtual bool handle_entries();
virtual void apply_linear_force(ColliderDef &def, const LVector3f &force);
private:
float _offset;
float _reach;
float _airborne_height;
float _impact_velocity;
float _gravity;
float _current_velocity;
float _max_velocity;
LVector3f _contact_normal;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CollisionHandlerPhysical::init_type();
register_type(_type_handle, "CollisionHandlerGravity",
CollisionHandlerPhysical::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "collisionHandlerGravity.I"
#endif