267 lines
9.4 KiB
C++
267 lines
9.4 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file collisionHandlerFluidPusher.cxx
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* @author drose
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* @date 2002-03-16
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*/
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#include "collisionHandlerFluidPusher.h"
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#include "collisionNode.h"
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#include "collisionEntry.h"
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#include "collisionPolygon.h"
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#include "collisionSphere.h"
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#include "config_collide.h"
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#include "dcast.h"
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TypeHandle CollisionHandlerFluidPusher::_type_handle;
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/**
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*
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*/
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CollisionHandlerFluidPusher::
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CollisionHandlerFluidPusher() {
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_wants_all_potential_collidees = true;
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}
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/**
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* Called between a begin_group() .. end_group() sequence for each collision
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* that is detected.
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*/
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void CollisionHandlerFluidPusher::
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add_entry(CollisionEntry *entry) {
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nassertv(entry != nullptr);
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// skip over CollisionHandlerPhysical::add_entry, since it filters out
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// collidees by orientation; our collider can change direction mid-frame, so
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// it may collide with something that would have been filtered out
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CollisionHandlerEvent::add_entry(entry);
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// filter out non-tangibles
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if (entry->get_from()->is_tangible() &&
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(!entry->has_into() || entry->get_into()->is_tangible())) {
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_from_entries[entry->get_from_node_path()].push_back(entry);
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if (entry->collided()) {
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_has_contact = true;
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}
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}
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}
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/**
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* Calculates a reasonable final position for a collider given a set of
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* collidees
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*/
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bool CollisionHandlerFluidPusher::
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handle_entries() {
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/*
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This pusher repeatedly calculates the first collision, calculates a new
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trajectory based on that collision, and repeats until the original motion is
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exhausted or the collider becomes "stuck". This solves the "acute collisions"
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problem where colliders could bounce their way through to the other side
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of a wall.
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Pseudocode:
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INPUTS
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PosA = collider's previous position
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PosB = collider's current position
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M = movement vector (PosB - PosA)
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BV = bounding sphere that includes collider at PosA and PosB
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CS = 'collision set', all 'collidables' within BV (collision polys, capsules, etc)
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VARIABLES
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N = movement vector since most recent collision (or start of frame)
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SCS = 'sub collision set', all collidables that could still be collided with
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C = single collider currently being collided with
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PosX = new position given movement along N interrupted by collision with C
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OUTPUTS
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final position is PosX
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1. N = M, SCS = CS, PosX = PosB
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2. compute, using SCS and N, which collidable C is the first collision
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3. if no collision found, DONE
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4. if movement in direction M is now blocked, then
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PosX = initial point of contact with C along N, DONE
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5. calculate PosX (and new N) assuming that there will be no more collisions
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6. remove C from SCS (assumes that you can't collide against a solid more than once per frame)
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7. go to 2
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*/
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bool okflag = true;
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// if all we got was potential collisions, don't bother
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if (!_has_contact) {
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return okflag;
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}
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// for every fluid mover being pushed...
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FromEntries::iterator fei;
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for (fei = _from_entries.begin(); fei != _from_entries.end(); ++fei) {
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NodePath from_node_path = fei->first;
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Entries *orig_entries = &fei->second;
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Colliders::iterator ci;
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ci = _colliders.find(from_node_path);
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if (ci == _colliders.end()) {
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// Hmm, someone added a CollisionNode to a traverser and gave it this
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// CollisionHandler pointer--but they didn't tell us about the node.
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collide_cat.error()
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<< "CollisionHandlerFluidPusher doesn't know about "
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<< from_node_path << ", disabling.\n";
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okflag = false;
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} else {
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ColliderDef &def = (*ci).second;
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// we do our math in this node's space
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NodePath wrt_node(*_root);
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// extract the collision entries into a vector that we can safely modify
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Entries entries(*orig_entries);
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// this is the original position delta for the entire frame, before
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// collision response
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LVector3 M(from_node_path.get_pos_delta(wrt_node));
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// this is used to track position deltas every time we collide against a
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// solid
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LVector3 N(M);
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const LPoint3 orig_pos(from_node_path.get_pos(wrt_node));
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CPT(TransformState) prev_trans(from_node_path.get_prev_transform(wrt_node));
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const LPoint3 orig_prev_pos(prev_trans->get_pos());
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// currently we only support spheres as the collider
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const CollisionSphere *sphere;
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DCAST_INTO_R(sphere, entries.front()->get_from(), false);
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from_node_path.set_pos(wrt_node, 0,0,0);
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LPoint3 sphere_offset = (sphere->get_center() *
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from_node_path.get_transform(wrt_node)->get_mat());
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from_node_path.set_pos(wrt_node, orig_pos);
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// this will hold the final calculated position at each iteration
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LPoint3 candidate_final_pos(orig_pos);
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// this holds the position before reacting to collisions
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LPoint3 uncollided_pos(candidate_final_pos);
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// unit vector facing back into original direction of motion
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LVector3 reverse_vec(-M);
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reverse_vec.normalize();
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// unit vector pointing out to the right relative to the direction of
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// motion, looking into the direction of motion
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//const LVector3 right_unit(LVector3::up().cross(reverse_vec));
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// iterate until the mover runs out of movement or gets stuck
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while (true) {
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const CollisionEntry *C = nullptr;
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// find the first (earliest) collision
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Entries::const_iterator cei;
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for (cei = entries.begin(); cei != entries.end(); ++cei) {
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const CollisionEntry *entry = (*cei);
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nassertr(entry != nullptr, false);
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if (entry->collided() && ((C == nullptr) || (entry->get_t() < C->get_t()))) {
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nassertr(from_node_path == entry->get_from_node_path(), false);
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C = entry;
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}
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}
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// if no collisions, we're done
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if (C == nullptr) {
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break;
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}
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// move back to initial contact position
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LPoint3 contact_pos;
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LVector3 contact_normal;
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if (!C->get_all_contact_info(wrt_node, contact_pos, contact_normal)) {
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collide_cat.warning()
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<< "Cannot shove on " << from_node_path << " for collision into "
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<< C->get_into_node_path() << "; no contact pos/normal information.\n";
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break;
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}
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// calculate the position of the target node at the point of contact
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contact_pos -= sphere_offset;
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uncollided_pos = candidate_final_pos;
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candidate_final_pos = contact_pos;
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LVector3 proj_surface_normal(contact_normal);
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LVector3 norm_proj_surface_normal(proj_surface_normal);
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norm_proj_surface_normal.normalize();
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LVector3 blocked_movement(uncollided_pos - contact_pos);
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PN_stdfloat push_magnitude(-blocked_movement.dot(proj_surface_normal));
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if (push_magnitude < 0.0f) {
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// don't ever push into plane
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candidate_final_pos = contact_pos;
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} else {
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// calculate new position given that you collided with this thing
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// project the final position onto the plane of the obstruction
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candidate_final_pos = uncollided_pos + (norm_proj_surface_normal * push_magnitude);
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}
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from_node_path.set_pos(wrt_node, candidate_final_pos);
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CPT(TransformState) prev_trans(from_node_path.get_prev_transform(wrt_node));
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prev_trans = prev_trans->set_pos(contact_pos);
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from_node_path.set_prev_transform(wrt_node, prev_trans);
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/*{
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const LPoint3 new_pos(from_node_path.get_pos(wrt_node));
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CPT(TransformState) new_prev_trans(from_node_path.get_prev_transform(wrt_node));
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const LPoint3 new_prev_pos(new_prev_trans->get_pos());
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}*/
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// recalculate the position delta
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N = from_node_path.get_pos_delta(wrt_node);
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// calculate new collisions given new movement vector
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Entries::iterator ei;
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Entries new_entries;
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for (ei = entries.begin(); ei != entries.end(); ++ei) {
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CollisionEntry *entry = (*ei);
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nassertr(entry != nullptr, false);
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// skip the one we just collided against
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if (entry != C) {
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entry->_from_node_path = from_node_path;
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entry->reset_collided();
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PT(CollisionEntry) result = entry->get_from()->test_intersection(**ei);
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if (result != nullptr && result != nullptr) {
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new_entries.push_back(result);
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}
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}
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}
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entries.swap(new_entries);
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}
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// put things back where they were
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from_node_path.set_pos(wrt_node, orig_pos);
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// restore the appropriate previous position
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prev_trans = from_node_path.get_prev_transform(wrt_node);
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prev_trans = prev_trans->set_pos(orig_prev_pos);
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from_node_path.set_prev_transform(wrt_node, prev_trans);
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LVector3 net_shove(candidate_final_pos - orig_pos);
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LVector3 force_normal(net_shove);
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force_normal.normalize();
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// This is the part where the node actually gets moved:
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def._target.set_pos(wrt_node, candidate_final_pos);
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// We call this to allow derived classes to do other fix-ups as they see
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// fit:
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apply_net_shove(def, net_shove, force_normal);
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apply_linear_force(def, force_normal);
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}
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}
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return okflag;
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}
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