open_toontown_panda3d/panda/src/collide/collisionLevelState.cxx

219 lines
7.6 KiB
C++

// Filename: collisionLevelState.cxx
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#include "collisionLevelState.h"
#include "collisionSolid.h"
#include "dcast.h"
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::clear
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
clear() {
_colliders.clear();
_local_bounds.clear();
_parent_bounds.clear();
_current = 0;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::reserve
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
reserve(int max_colliders) {
_colliders.reserve(max_colliders);
_local_bounds.reserve(max_colliders);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::prepare_collider
// Access: Public
// Description: Adds the indicated Collider to the set of Colliders
// in the current level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
prepare_collider(const ColliderDef &def) {
int index = (int)_colliders.size();
_colliders.push_back(def);
CollisionSolid *collider = def._collider;
const BoundingVolume &bv = collider->get_bound();
if (!bv.is_of_type(GeometricBoundingVolume::get_class_type())) {
_local_bounds.push_back((GeometricBoundingVolume *)NULL);
} else {
GeometricBoundingVolume *gbv;
DCAST_INTO_V(gbv, bv.make_copy());
// TODO: we need to make this logic work in the new relative
// world. The bounding volume should be extended by the object's
// motion relative to each object it is considering a collision
// with. That makes things complicated!
/*
if (def._delta != LVector3f::zero()) {
// If the node has a delta, we have to include the starting
// point in the volume as well.
// Strictly speaking, we should actually transform gbv backward
// by the delta(), and extend by *that* volume, instead of
// just extending by the single point at -get_velocity().
// However, assuming the solids within a moving CollisionNode
// tend to be near the origin, this will generally produce the
// same results, and is much easier to compute.
gbv->extend_by(LPoint3f(-def._delta));
}
*/
gbv->xform(def._node_path.get_mat(NodePath()));
_local_bounds.push_back(gbv);
}
_current |= get_mask(index);
_parent_bounds = _local_bounds;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::any_in_bounds
// Access: Public
// Description: Checks the bounding volume of the current node
// against each of our colliders. Eliminates from the
// current collider list any that are outside of the
// bounding volume. Returns true if any colliders
// remain, false if all of them fall outside this node's
// bounding volume.
////////////////////////////////////////////////////////////////////
bool CollisionLevelState::
any_in_bounds() {
#ifndef NDEBUG
int indent_level = 0;
if (collide_cat.is_spam()) {
indent_level = _node_path.get_num_nodes() * 2;
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< "Considering " << _node_path.get_node_path() << "\n";
}
#endif // NDEBUG
const BoundingVolume &node_bv = node()->get_bound();
if (node_bv.is_of_type(GeometricBoundingVolume::get_class_type())) {
const GeometricBoundingVolume *node_gbv;
DCAST_INTO_R(node_gbv, &node_bv, false);
int num_colliders = get_num_colliders();
for (int c = 0; c < num_colliders; c++) {
if (has_collider(c)) {
CollisionNode *cnode = get_collider_node(c);
bool is_in = false;
// Don't even bother testing the bounding volume if there are
// no collide bits in common between our collider and this
// node.
CollideMask from_mask = cnode->get_from_collide_mask();
if (cnode->get_collide_geom() ||
(from_mask & node()->get_net_collide_mask()) != 0) {
// There are bits in common, so go ahead and try the
// bounding volume.
const GeometricBoundingVolume *col_gbv =
get_local_bound(c);
if (col_gbv != (GeometricBoundingVolume *)NULL) {
is_in = (node_gbv->contains(col_gbv) != 0);
#ifndef NDEBUG
if (collide_cat.is_spam()) {
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< "Comparing " << c << ": " << *col_gbv
<< " to " << *node_gbv << ", is_in = " << is_in << "\n";
}
#endif // NDEBUG
}
}
if (!is_in) {
// This collider cannot intersect with any geometry at
// this node or below.
omit_collider(c);
}
}
}
}
#ifndef NDEBUG
if (collide_cat.is_spam()) {
int num_active_colliders = 0;
int num_colliders = get_num_colliders();
for (int c = 0; c < num_colliders; c++) {
if (has_collider(c)) {
num_active_colliders++;
}
}
collide_cat.spam();
indent(collide_cat.spam(false), indent_level)
<< _node_path.get_node_path() << " has " << num_active_colliders
<< " interested colliders.\n";
}
#endif // NDEBUG
return has_any_collider();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelState::apply_transform
// Access: Public
// Description: Applies the inverse transform from the current node,
// if any, onto all the colliders in the level state.
////////////////////////////////////////////////////////////////////
void CollisionLevelState::
apply_transform() {
// The "parent" bounds list remembers the bounds list of the
// previous node.
_parent_bounds = _local_bounds;
// Recompute the bounds list of this node (if we have a transform).
const TransformState *node_transform = node()->get_transform();
if (!node_transform->is_identity()) {
CPT(TransformState) inv_transform =
node_transform->invert_compose(TransformState::make_identity());
const LMatrix4f &mat = inv_transform->get_mat();
// Now build the new bounding volumes list.
BoundingVolumes new_bounds;
int num_colliders = get_num_colliders();
new_bounds.reserve(num_colliders);
for (int c = 0; c < num_colliders; c++) {
if (!has_collider(c) ||
get_local_bound(c) == (GeometricBoundingVolume *)NULL) {
new_bounds.push_back((GeometricBoundingVolume *)NULL);
} else {
const GeometricBoundingVolume *old_bound = get_local_bound(c);
GeometricBoundingVolume *new_bound =
DCAST(GeometricBoundingVolume, old_bound->make_copy());
new_bound->xform(mat);
new_bounds.push_back(new_bound);
}
}
_local_bounds = new_bounds;
}
}