open_toontown_panda3d/panda/src/collide/collisionLevelStateBase.I

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// Filename: collisionLevelStateBase.I
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const NodePath &node_path) :
_node_path(node_path),
_colliders(get_class_type()),
_include_mask(CollideMask::all_on())
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Constructor
// Access: Public
// Description: This constructor goes to the next child node in the
// traversal.
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const CollisionLevelStateBase &parent, PandaNode *child) :
_node_path(parent._node_path, child),
_colliders(parent._colliders),
_include_mask(parent._include_mask),
_local_bounds(parent._local_bounds)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionLevelStateBase::
CollisionLevelStateBase(const CollisionLevelStateBase &copy) :
_node_path(copy._node_path),
_colliders(copy._colliders),
_include_mask(copy._include_mask),
_local_bounds(copy._local_bounds),
_parent_bounds(copy._parent_bounds)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::Copy Assignment Operator
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionLevelStateBase::
operator = (const CollisionLevelStateBase &copy) {
_node_path = copy._node_path;
_colliders = copy._colliders;
_include_mask = copy._include_mask;
_local_bounds = copy._local_bounds;
_parent_bounds = copy._parent_bounds;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_node_path
// Access: Public
// Description: Returns the NodePath representing the node instance
// we have traversed to.
////////////////////////////////////////////////////////////////////
INLINE NodePath CollisionLevelStateBase::
get_node_path() const {
return _node_path.get_node_path();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::node
// Access: Public
// Description: Returns the PandaNode pointer of the node we have
// traversed to.
////////////////////////////////////////////////////////////////////
INLINE PandaNode *CollisionLevelStateBase::
node() const {
return _node_path.node();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_num_colliders
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE int CollisionLevelStateBase::
get_num_colliders() const {
return _colliders.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_collider
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE const CollisionSolid *CollisionLevelStateBase::
get_collider(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
return _colliders[n]._collider;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_collider_node
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionNode *CollisionLevelStateBase::
get_collider_node(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
return _colliders[n]._node;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_collider_node_path
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE NodePath CollisionLevelStateBase::
get_collider_node_path(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NodePath::fail());
return _colliders[n]._node_path;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_local_bound
// Access: Public
// Description: Returns the bounding volume of the indicated
// collider, transformed into the current node's
// transform space.
////////////////////////////////////////////////////////////////////
INLINE const GeometricBoundingVolume *CollisionLevelStateBase::
get_local_bound(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
nassertr(n >= 0 && n < (int)_local_bounds.size(), NULL);
// For whatever reason, the Intel compiler can't figure this line
// out.
//return _local_bounds[n];
// But it can figure out this equivalent line.
return *(_local_bounds + n);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_parent_bound
// Access: Public
// Description: Returns the bounding volume of the indicated
// collider, transformed into the previous node's
// transform space, but not transformed by the current
// node's transform. This is appropriate for testing
// against the bounding volume of the current node
// (which does not have its own transform applied to
// it).
////////////////////////////////////////////////////////////////////
INLINE const GeometricBoundingVolume *CollisionLevelStateBase::
get_parent_bound(int n) const {
nassertr(n >= 0 && n < (int)_colliders.size(), NULL);
nassertr(n >= 0 && n < (int)_parent_bounds.size(), NULL);
// But it can figure out this equivalent line.
return *(_parent_bounds + n);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::set_include_mask
// Access: Public
// Description: Specifies the mask that is applied to the into
// CollideMask of nodes in the scene graph before
// testing for bits in common with the from CollideMask
// of colliders. This is normally all bits on, but you
// may set it to some other mask to restrict certain
// bits from consideration.
//
// This is used by the CollisionTraverser to restrict
// collision with geometry except under the lowest level
// of LOD.
////////////////////////////////////////////////////////////////////
INLINE void CollisionLevelStateBase::
set_include_mask(CollideMask include_mask) {
_include_mask = include_mask;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionLevelStateBase::get_include_mask
// Access: Public
// Description: Returns the mask that is applied to the into
// CollideMask of nodes in the scene graph before
// testing for bits in common with the from CollideMask
// of colliders. See set_include_mask().
////////////////////////////////////////////////////////////////////
INLINE CollideMask CollisionLevelStateBase::
get_include_mask() const {
return _include_mask;
}