88 lines
3.0 KiB
C++
88 lines
3.0 KiB
C++
// Filename: collisionLevelState.h
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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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#ifndef COLLISIONLEVELSTATE_H
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#define COLLISIONLEVELSTATE_H
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#include "pandabase.h"
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#include "collisionLevelStateBase.h"
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#include "collisionNode.h"
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#include "bitMask.h"
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#include "doubleBitMask.h"
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////////////////////////////////////////////////////////////////////
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// Class : CollisionLevelState
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// Description : This is the state information the
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// CollisionTraverser retains for each level during
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// traversal.
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//
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// This is the template class that specifies the
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// CurrentMask type: the type of bitmask that is used to
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// keep track of the set of active colliders for each
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// node.
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////////////////////////////////////////////////////////////////////
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template<class MaskType>
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class CollisionLevelState : public CollisionLevelStateBase {
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public:
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// By hiding this template from interrogate, we improve compile-time
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// speed and memory utilization.
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#ifndef CPPPARSER
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INLINE CollisionLevelState(const NodePath &node_path);
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INLINE CollisionLevelState(const CollisionLevelState<MaskType> &parent,
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PandaNode *child);
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INLINE CollisionLevelState(const CollisionLevelState<MaskType> ©);
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INLINE void operator = (const CollisionLevelState<MaskType> ©);
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INLINE void clear();
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INLINE void prepare_collider(const ColliderDef &def, const NodePath &root);
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bool any_in_bounds();
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bool apply_transform();
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INLINE static bool has_max_colliders();
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INLINE static int get_max_colliders();
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INLINE bool has_collider(int n) const;
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INLINE bool has_any_collider() const;
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INLINE void omit_collider(int n);
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private:
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// CurrentMask here is a locally-defined value that simply serves
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// to keep track of the colliders that are still interested in the
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// current node. Don't confuse it with CollideMask, which is a set
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// of user-defined bits that specify which CollisionSolids may
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// possibly intersect with each other.
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typedef MaskType CurrentMask;
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CurrentMask _current;
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friend class CollisionTraverser;
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#endif // CPPPARSER
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};
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#include "collisionLevelState.I"
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// Now instantiate a handful of implementations of CollisionLevelState:
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// one that uses a word-at-a-time bitmask to track the active
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// colliders, and a couple that use more words at a time.
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typedef CollisionLevelState<BitMaskNative> CollisionLevelStateSingle;
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typedef CollisionLevelState<DoubleBitMaskNative> CollisionLevelStateDouble;
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typedef CollisionLevelState<QuadBitMaskNative> CollisionLevelStateQuad;
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#endif
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