open_toontown_panda3d/panda/src/collide/collisionSegment.I

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// Filename: collisionSegment.I
// Created by: drose (30Jan01)
//
////////////////////////////////////////////////////////////////////
//
// 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: CollisionSegment::Default Constructor
// Access: Public
// Description: Creates an invalid segment. This isn't terribly useful;
// it's expected that the user will subsequently adjust
// the segment via set_origin()/set_direction() or
// set_from_lens().
////////////////////////////////////////////////////////////////////
INLINE CollisionSegment::
CollisionSegment() :
_a(LPoint3f(0.0, 0.0, 0.0)),
_b(LPoint3f(0.0, 0.0, 0.0))
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionSegment::
CollisionSegment(const LPoint3f &a, const LPoint3f &b) :
_a(a), _b(b)
{
nassertv(_a != _b);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionSegment::
CollisionSegment(float ax, float ay, float az,
float bx, float by, float bz) :
_a(ax, ay, az), _b(bx, by, bz)
{
nassertv(_a != _b);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionSegment::
CollisionSegment(const CollisionSegment &copy) :
CollisionSolid(copy),
_a(copy._a),
_b(copy._b)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::set_point_a
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionSegment::
set_point_a(const LPoint3f &a) {
_a = a;
mark_internal_bounds_stale();
mark_viz_stale();
// We don't assert here that a != b, on the assumption that you
// might be about to change both at once, and you'll probably start
// by changing a first.
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::set_point_a
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionSegment::
set_point_a(float x, float y, float z) {
set_point_a(LPoint3f(x, y, z));
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::get_point_a
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE const LPoint3f &CollisionSegment::
get_point_a() const {
return _a;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::set_point_b
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionSegment::
set_point_b(const LPoint3f &b) {
_b = b;
mark_internal_bounds_stale();
mark_viz_stale();
nassertv(_a != _b);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::set_point_b
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionSegment::
set_point_b(float x, float y, float z) {
set_point_b(LPoint3f(x, y, z));
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::get_point_b
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE const LPoint3f &CollisionSegment::
get_point_b() const {
return _b;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSegment::set_from_lens
// Access: Public
// Description: Accepts a LensNode and a 2-d point in the range
// [-1,1]. Sets the CollisionSegment so that it begins at
// the LensNode's near plane and extends to the
// far plane, making it suitable for picking objects
// from the screen given a camera and a mouse location.
////////////////////////////////////////////////////////////////////
INLINE bool CollisionSegment::
set_from_lens(LensNode *camera, float px, float py) {
return set_from_lens(camera, LPoint2f(px, py));
}