open_toontown_panda3d/panda/src/collide/collisionHandlerEvent.I

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// Filename: collisionHandlerEvent.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: CollisionHandlerEvent::SortEntries::operator ()
// Access: Public
// Description: Orders the CollisionEntries in the set so that there
// is one entry for each node/node intersection
// detected.
////////////////////////////////////////////////////////////////////
INLINE bool CollisionHandlerEvent::SortEntries::
operator () (const PT(CollisionEntry) &a,
const PT(CollisionEntry) &b) const {
int compare_from = a->get_from_node_path().compare_to(b->get_from_node_path());
if (compare_from != 0) {
return compare_from < 0;
}
return a->get_into_node_path() < b->get_into_node_path();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::SortEntries::operator =
// Access: Public
// Description: The assignment operator does absolutely nothing,
// since this is just a function object class that
// stores no data. We define it just to quiet up g++ in
// -Wall mode.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::SortEntries::
operator = (const CollisionHandlerEvent::SortEntries &) {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::clear_in_patterns
// Access: Public
// Description: Removes all of the previously-added in patterns. See
// add_in_pattern.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
clear_in_patterns() {
_in_patterns.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::add_in_pattern
// Access: Public
// Description: Adds a pattern string to the list of events that will
// be generated in response to a collision. The pattern
// string describes how the event name will be composed.
// It is a string that may contain any of the following:
//
// %fn - the name of the "from" object's node
// %in - the name of the "into" object's node
// %fs - 't' if "from" is tangible, 'i' if intangible
// %is - 't' if "into" is tangible, 'i' if intangible
// %ig - 'c' if the collision is into a
// CollisionNode, 'g' if it is a geom.
//
// %(tag)fh - generate event only if "from" node has
// the indicated net tag.
// %(tag)fx - generate event only if "from" node does
// not have the indicated net tag.
// %(tag)ih - generate event only if "into" node has
// the indicated net tag.
// %(tag)ix - generate event only if "into" node does
// not have the indicated net tag.
// %(tag)ft - the indicated net tag value of the "from" node.
// %(tag)it - the indicated net tag value of the "into" node.
//
// Parentheses in the above are literal and should be
// included in the actual pattern.
//
// The event name will be based on the in_pattern
// string specified here, with all occurrences of the
// above strings replaced with the corresponding values.
//
// In general, the in_pattern event is thrown on the
// first detection of a collision between two particular
// nodes. In subsequent passes, as long as a collision
// between those two nodes continues to be detected each
// frame, the again_pattern is thrown. The first frame
// in which the collision is no longer detected, the
// out_pattern event is thrown.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
add_in_pattern(const string &in_pattern) {
_in_patterns.push_back(in_pattern);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::set_in_pattern
// Access: Public
// Description: This method is deprecated; it completely replaces all
// the in patterns that have previously been set with
// the indicated pattern.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
set_in_pattern(const string &in_pattern) {
clear_in_patterns();
add_in_pattern(in_pattern);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::get_num_in_patterns
// Access: Public
// Description: Returns the number of in pattern strings that have
// been added.
////////////////////////////////////////////////////////////////////
INLINE int CollisionHandlerEvent::
get_num_in_patterns() const {
return _in_patterns.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::get_in_pattern
// Access: Public
// Description: Returns the nth pattern string that indicates how the
// event names are generated for each collision
// detected. See add_in_pattern().
////////////////////////////////////////////////////////////////////
INLINE string CollisionHandlerEvent::
get_in_pattern(int n) const {
nassertr(n >= 0 && n < (int)_in_patterns.size(), string());
return _in_patterns[n];
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::clear_again_patterns
// Access: Public
// Description: Removes all of the previously-added in patterns. See
// add_again_pattern.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
clear_again_patterns() {
_again_patterns.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::add_again_pattern
// Access: Public
// Description: Adds the pattern string that indicates how the event
// names are generated when a collision between two
// particular nodes is *still* detected. This event is
// thrown each consecutive time a collision between two
// particular nodes is detected, starting with the
// second time.
//
// In general, the in_pattern event is thrown on the
// first detection of a collision between two particular
// nodes. In subsequent passes, as long as a collision
// between those two nodes continues to be detected each
// frame, the again_pattern is thrown. The first frame
// in which the collision is no longer detected, the
// out_pattern event is thrown.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
add_again_pattern(const string &again_pattern) {
_again_patterns.push_back(again_pattern);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::set_again_pattern
// Access: Public
// Description: This method is deprecated; it completely replaces all
// the in patterns that have previously been set with
// the indicated pattern.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
set_again_pattern(const string &again_pattern) {
clear_again_patterns();
add_again_pattern(again_pattern);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::get_num_again_patterns
// Access: Public
// Description: Returns the number of in pattern strings that have
// been added.
////////////////////////////////////////////////////////////////////
INLINE int CollisionHandlerEvent::
get_num_again_patterns() const {
return _again_patterns.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::get_again_pattern
// Access: Public
// Description: Returns the nth pattern string that indicates how the
// event names are generated for each collision
// detected. See add_again_pattern().
////////////////////////////////////////////////////////////////////
INLINE string CollisionHandlerEvent::
get_again_pattern(int n) const {
nassertr(n >= 0 && n < (int)_again_patterns.size(), string());
return _again_patterns[n];
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::clear_out_patterns
// Access: Public
// Description: Removes all of the previously-added in patterns. See
// add_out_pattern.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
clear_out_patterns() {
_out_patterns.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::add_out_pattern
// Access: Public
// Description: Adds the pattern string that indicates how the event
// names are generated when a collision between two
// particular nodes is *no longer* detected.
//
// In general, the in_pattern event is thrown on the
// first detection of a collision between two particular
// nodes. In subsequent passes, as long as a collision
// between those two nodes continues to be detected each
// frame, the again_pattern is thrown. The first frame
// in which the collision is no longer detected, the
// out_pattern event is thrown.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
add_out_pattern(const string &out_pattern) {
_out_patterns.push_back(out_pattern);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::set_out_pattern
// Access: Public
// Description: This method is deprecated; it completely replaces all
// the in patterns that have previously been set with
// the indicated pattern.
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerEvent::
set_out_pattern(const string &out_pattern) {
clear_out_patterns();
add_out_pattern(out_pattern);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::get_num_out_patterns
// Access: Public
// Description: Returns the number of in pattern strings that have
// been added.
////////////////////////////////////////////////////////////////////
INLINE int CollisionHandlerEvent::
get_num_out_patterns() const {
return _out_patterns.size();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::get_out_pattern
// Access: Public
// Description: Returns the nth pattern string that indicates how the
// event names are generated for each collision
// detected. See add_out_pattern().
////////////////////////////////////////////////////////////////////
INLINE string CollisionHandlerEvent::
get_out_pattern(int n) const {
nassertr(n >= 0 && n < (int)_out_patterns.size(), string());
return _out_patterns[n];
}