open_toontown_panda3d/panda/src/collide/collisionNode.cxx

529 lines
19 KiB
C++

// Filename: collisionNode.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 "collisionNode.h"
#include "config_collide.h"
#include "geomNode.h"
#include "cullTraverserData.h"
#include "cullTraverser.h"
#include "renderState.h"
#include "transformState.h"
#include "colorScaleAttrib.h"
#include "transparencyAttrib.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "clockObject.h"
TypeHandle CollisionNode::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CollisionNode::
CollisionNode(const string &name) :
PandaNode(name),
_from_collide_mask(get_default_collide_mask()),
_collide_geom(false)
{
// CollisionNodes are hidden by default.
set_draw_mask(DrawMask::all_off());
// CollisionNodes have a certain set of bits on by default.
set_into_collide_mask(get_default_collide_mask());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::Copy Constructor
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
CollisionNode::
CollisionNode(const CollisionNode &copy) :
PandaNode(copy),
_from_collide_mask(copy._from_collide_mask),
_solids(copy._solids)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionNode::
~CollisionNode() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::make_copy
// Access: Public, Virtual
// Description: Returns a newly-allocated Node that is a shallow copy
// of this one. It will be a different Node pointer,
// but its internal data may or may not be shared with
// that of the original Node.
////////////////////////////////////////////////////////////////////
PandaNode *CollisionNode::
make_copy() const {
return new CollisionNode(*this);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::preserve_name
// Access: Public, Virtual
// Description: Returns true if the node's name has extrinsic meaning
// and must be preserved across a flatten operation,
// false otherwise.
////////////////////////////////////////////////////////////////////
bool CollisionNode::
preserve_name() const {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::xform
// Access: Public, Virtual
// Description: Transforms the contents of this node by the indicated
// matrix, if it means anything to do so. For most
// kinds of nodes, this does nothing.
////////////////////////////////////////////////////////////////////
void CollisionNode::
xform(const LMatrix4f &mat) {
nassertv(!mat.is_nan());
if (mat.almost_equal(LMatrix4f::ident_mat())) {
return;
}
Solids::iterator si;
for (si = _solids.begin(); si != _solids.end(); ++si) {
CollisionSolid *solid = (*si);
// We may have to copy each of our solids as we transform them if
// someone else is sharing their pointers.
if (solid->get_ref_count() > 1) {
solid = solid->make_copy();
(*si) = solid;
}
solid->xform(mat);
}
mark_bound_stale();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::combine_with
// Access: Public, Virtual
// Description: Collapses this node with the other node, if possible,
// and returns a pointer to the combined node, or NULL
// if the two nodes cannot safely be combined.
//
// The return value may be this, other, or a new node
// altogether.
//
// This function is called from GraphReducer::flatten(),
// and need not deal with children; its job is just to
// decide whether to collapse the two nodes and what the
// collapsed node should look like.
////////////////////////////////////////////////////////////////////
PandaNode *CollisionNode::
combine_with(PandaNode *other) {
if (is_exact_type(get_class_type()) &&
other->is_exact_type(get_class_type())) {
// Two CollisionNodes can combine, but only if they have the same
// name, because the name is often meaningful.
CollisionNode *cother = DCAST(CollisionNode, other);
if (get_name() == cother->get_name()) {
const PT(CollisionSolid) *solids_begin = &cother->_solids[0];
const PT(CollisionSolid) *solids_end = solids_begin + cother->_solids.size();
_solids.insert(_solids.end(), solids_begin, solids_end);
mark_bound_stale();
return this;
}
// Two CollisionNodes with different names can't combine.
return (PandaNode *)NULL;
}
return PandaNode::combine_with(other);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::get_legal_collide_mask
// Access: Published, Virtual
// Description: Returns the subset of CollideMask bits that may be
// set for this particular type of PandaNode. For most
// nodes, this is 0; it doesn't make sense to set a
// CollideMask for most kinds of nodes.
//
// For nodes that can be collided with, such as GeomNode
// and CollisionNode, this returns all bits on.
////////////////////////////////////////////////////////////////////
CollideMask CollisionNode::
get_legal_collide_mask() const {
return CollideMask::all_on();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::has_cull_callback
// Access: Public, Virtual
// Description: Should be overridden by derived classes to return
// true if cull_callback() has been defined. Otherwise,
// returns false to indicate cull_callback() does not
// need to be called for this node during the cull
// traversal.
////////////////////////////////////////////////////////////////////
bool CollisionNode::
has_cull_callback() const {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::cull_callback
// Access: Public, Virtual
// Description: If has_cull_callback() returns true, this function
// will be called during the cull traversal to perform
// any additional operations that should be performed at
// cull time. This may include additional manipulation
// of render state or additional visible/invisible
// decisions, or any other arbitrary operation.
//
// By the time this function is called, the node has
// already passed the bounding-volume test for the
// viewing frustum, and the node's transform and state
// have already been applied to the indicated
// CullTraverserData object.
//
// The return value is true if this node should be
// visible, or false if it should be culled.
////////////////////////////////////////////////////////////////////
bool CollisionNode::
cull_callback(CullTraverser *trav, CullTraverserData &data) {
// Append our collision vizzes to the drawing, even though they're
// not actually part of the scene graph.
Solids::iterator si;
for (si = _solids.begin(); si != _solids.end(); ++si) {
CollisionSolid *solid = (*si);
PT(PandaNode) node = solid->get_viz(data, false);
if (node != (PandaNode *)NULL) {
CullTraverserData next_data(data, node);
// We don't want to inherit the render state from above for these
// guys.
next_data._state = RenderState::make_empty();
trav->traverse(next_data);
}
}
// Determine the previous frame's position, relative to the
// current position.
NodePath node_path = data._node_path.get_node_path();
CPT(TransformState) transform = node_path.get_net_transform()->invert_compose(node_path.get_net_prev_transform());
if (!transform->is_identity()) {
// If we have a velocity, also draw the previous frame's position,
// ghosted.
for (si = _solids.begin(); si != _solids.end(); ++si) {
CollisionSolid *solid = (*si);
PT(PandaNode) node = solid->get_viz(data, false);
if (node != (PandaNode *)NULL) {
CullTraverserData next_data(data, node);
next_data._render_transform =
next_data._render_transform->compose(transform);
next_data._state = get_last_pos_state();
trav->traverse(next_data);
}
}
}
// Now carry on to render our child nodes.
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::output
// Access: Public, Virtual
// Description: Writes a brief description of the node to the
// indicated output stream. This is invoked by the <<
// operator. It may be overridden in derived classes to
// include some information relevant to the class.
////////////////////////////////////////////////////////////////////
void CollisionNode::
output(ostream &out) const {
PandaNode::output(out);
out << " (" << _solids.size() << " solids)";
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::set_from_collide_mask
// Access: Published
// Description: Sets the "from" CollideMask. In order for a
// collision to be detected from this object into
// another object, the intersection of this object's
// "from" mask and the other object's "into" mask must
// be nonzero.
////////////////////////////////////////////////////////////////////
void CollisionNode::
set_from_collide_mask(CollideMask mask) {
_from_collide_mask = mask;
if (_collide_geom) {
_from_collide_mask |= GeomNode::get_default_collide_mask();
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::set_collide_geom
// Access: Published
// Description: Sets the state of the "collide geom" flag for this
// CollisionNode.
//
// This flag is now deprecated, now that GeomNodes have
// their own into_collide_mask, just like CollisionNodes
// do. Instead of using set_collide_geom(), you should
// use the from_collide_mask to control which GeomNodes
// each CollisionNode will intersect with.
//
// In particular, you may be interested in setting
// from_collide_mask to the value returned by
// GeomNode::get_default_collide_mask(), which is the
// default into_collide_mask that all GeomNodes will be
// given (unless they are explicitly given some other
// mask).
////////////////////////////////////////////////////////////////////
void CollisionNode::
set_collide_geom(bool flag) {
// Only repeat this warning every five seconds or so--no need to be
// completely spammy.
static double last_warning = -10.0;
double now = ClockObject::get_global_clock()->get_frame_time();
double elapsed = now - last_warning;
if (elapsed > 5.0) {
last_warning = now;
collide_cat.warning()
<< "Using deprecated set_collide_geom(). Replace this with an appropriate call to set_from_collide_mask(), e.g. set_from_collide_mask(GeomNode::get_default_collide_mask()).\n";
}
_collide_geom = flag;
if (_collide_geom) {
_from_collide_mask |= GeomNode::get_default_collide_mask();
} else {
_from_collide_mask &= ~GeomNode::get_default_collide_mask();
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::get_collide_geom
// Access: Published
// Description: Returns the current state of the collide_geom flag.
// See set_collide_geom().
////////////////////////////////////////////////////////////////////
bool CollisionNode::
get_collide_geom() const {
return _collide_geom;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::recompute_internal_bound
// Access: Protected, Virtual
// Description: Called when needed to recompute the node's
// _internal_bound object. Nodes that contain anything
// of substance should redefine this to do the right
// thing.
////////////////////////////////////////////////////////////////////
BoundingVolume *CollisionNode::
recompute_internal_bound() {
// First, get ourselves a fresh, empty bounding volume.
BoundingVolume *bound = PandaNode::recompute_internal_bound();
nassertr(bound != (BoundingVolume *)NULL, bound);
// Now actually compute the bounding volume by putting it around all
// of our solids' bounding volumes.
pvector<const BoundingVolume *> child_volumes;
Solids::const_iterator gi;
for (gi = _solids.begin(); gi != _solids.end(); ++gi) {
child_volumes.push_back(&(*gi)->get_bound());
}
const BoundingVolume **child_begin = &child_volumes[0];
const BoundingVolume **child_end = child_begin + child_volumes.size();
bool success =
bound->around(child_begin, child_end);
#ifdef NOTIFY_DEBUG
if (!success) {
collide_cat.error()
<< "Unable to generate bounding volume for " << *this << ":\n"
<< "Cannot put " << bound->get_type() << " around:\n";
for (int i = 0; i < (int)child_volumes.size(); i++) {
collide_cat.error(false)
<< " " << *child_volumes[i] << "\n";
}
}
#endif
return bound;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::get_last_pos_state
// Access: Protected
// Description: Returns a RenderState for rendering the ghosted
// collision solid that represents the previous frame's
// position, for those collision nodes that indicate a
// velocity.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CollisionNode::
get_last_pos_state() {
// Once someone asks for this pointer, we hold its reference count
// and never free it.
static CPT(RenderState) state = (const RenderState *)NULL;
if (state == (const RenderState *)NULL) {
state = RenderState::make
(ColorScaleAttrib::make(LVecBase4f(1.0f, 1.0f, 1.0f, 0.5f)),
TransparencyAttrib::make(TransparencyAttrib::M_alpha));
}
return state;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// CollisionNode.
////////////////////////////////////////////////////////////////////
void CollisionNode::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void CollisionNode::
write_datagram(BamWriter *manager, Datagram &dg) {
PandaNode::write_datagram(manager, dg);
int num_solids = _solids.size();
dg.add_uint16(num_solids);
for(int i = 0; i < num_solids; i++) {
manager->write_pointer(dg, _solids[i]);
}
dg.add_uint32(_from_collide_mask.get_word());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::complete_pointers
// Access: Public, Virtual
// Description: Receives an array of pointers, one for each time
// manager->read_pointer() was called in fillin().
// Returns the number of pointers processed.
////////////////////////////////////////////////////////////////////
int CollisionNode::
complete_pointers(TypedWritable **p_list, BamReader *manager) {
int pi = PandaNode::complete_pointers(p_list, manager);
int num_solids = _solids.size();
for (int i = 0; i < num_solids; i++) {
_solids[i] = DCAST(CollisionSolid, p_list[pi++]);
}
return pi;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type CollisionNode is encountered
// in the Bam file. It should create the CollisionNode
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *CollisionNode::
make_from_bam(const FactoryParams &params) {
CollisionNode *node = new CollisionNode("");
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
node->fillin(scan, manager);
return node;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionNode::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new CollisionNode.
////////////////////////////////////////////////////////////////////
void CollisionNode::
fillin(DatagramIterator &scan, BamReader *manager) {
PandaNode::fillin(scan, manager);
int num_solids = scan.get_uint16();
_solids.clear();
_solids.reserve(num_solids);
for(int i = 0; i < num_solids; i++) {
manager->read_pointer(scan);
// Push back a NULL for each solid, for now. We'll fill them in
// later.
_solids.push_back((CollisionSolid *)NULL);
}
_from_collide_mask.set_word(scan.get_uint32());
if (manager->get_file_minor_ver() < 12) {
// Bam files prior to 4.12 stored the into_collide_mask here.
// (4.12 and later store this in the PandaNode base class
// instead.)
CollideMask into_collide_mask;
into_collide_mask.set_word(scan.get_uint32());
// We also introduced the concept of the CollisionNode-reserved
// bits and the GeomNode-reserved bits with version 4.12. Prior
// to that, CollisionNodes tended to have all bits set. Assume
// they didn't mean to have the GeomNode bits set.
into_collide_mask &= ~GeomNode::get_default_collide_mask();
_from_collide_mask &= ~GeomNode::get_default_collide_mask();
set_into_collide_mask(into_collide_mask);
// Bam files prior to 4.12 also had a _flags member, which is no
// longer supported.
scan.get_uint8();
}
}