open_toontown_panda3d/panda/src/pgraph/cullTraverserData.I

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// Filename: cullTraverserData.I
// Created by: drose (06Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CullTraverserData::
CullTraverserData(const NodePath &start,
const TransformState *render_transform,
const TransformState *net_transform,
const RenderState *state,
GeometricBoundingVolume *view_frustum,
GeometricBoundingVolume *guard_band) :
_node_path(start),
_render_transform(render_transform),
_net_transform(net_transform),
_state(state),
_view_frustum(view_frustum),
_guard_band(guard_band)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CullTraverserData::
CullTraverserData(const CullTraverserData &copy) :
_node_path(copy._node_path),
_render_transform(copy._render_transform),
_net_transform(copy._net_transform),
_state(copy._state),
_view_frustum(copy._view_frustum),
_guard_band(copy._guard_band)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::Copy Assignment Operator
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CullTraverserData::
operator = (const CullTraverserData &copy) {
_node_path = copy._node_path;
_render_transform = copy._render_transform;
_net_transform = copy._net_transform;
_state = copy._state;
_view_frustum = copy._view_frustum;
_guard_band = copy._guard_band;
}
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::Constructor
// Access: Public
// Description: This constructor creates a CullTraverserData object
// that reflects the next node down in the traversal.
////////////////////////////////////////////////////////////////////
INLINE CullTraverserData::
CullTraverserData(const CullTraverserData &parent, PandaNode *child) :
_node_path(parent._node_path, child),
_render_transform(parent._render_transform),
_net_transform(parent._net_transform),
_state(parent._state),
_view_frustum(parent._view_frustum),
_guard_band(parent._guard_band)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::Destructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CullTraverserData::
~CullTraverserData() {
}
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::node
// Access: Public
// Description: Returns the node traversed to so far.
////////////////////////////////////////////////////////////////////
INLINE PandaNode *CullTraverserData::
node() const {
return _node_path.node();
}
////////////////////////////////////////////////////////////////////
// Function: CullTraverserData::is_in_view
// Access: Public
// Description: Returns true if the current node is within the view
// frustum, false otherwise. If the node's bounding
// volume falls completely within the view frustum, this
// will also reset the view frustum pointer, saving some
// work for future nodes.
////////////////////////////////////////////////////////////////////
INLINE bool CullTraverserData::
is_in_view(const DrawMask &camera_mask) {
if (node()->get_transform()->is_invalid()) {
// If the transform is invalid, forget it.
return false;
}
if ((node()->get_draw_mask() & camera_mask).is_zero()) {
// If there are no draw bits in common with the camera, the node
// is out.
return false;
}
if (_view_frustum == (GeometricBoundingVolume *)NULL) {
// If the transform is valid, but we don't have a frustum, it's
// always in.
return true;
}
// Otherwise, compare the bounding volume to the frustum.
return is_in_view_impl();
}