open_toontown_panda3d/panda/src/collide/collisionLevelState.h

88 lines
3.0 KiB
C++

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