open_toontown_panda3d/panda/src/collide/collisionHandlerEvent.cxx

268 lines
8.8 KiB
C++

// Filename: collisionHandlerEvent.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 "collisionHandlerEvent.h"
#include "config_collide.h"
#include "eventParameter.h"
#include "throw_event.h"
TypeHandle CollisionHandlerEvent::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::Constructor
// Access: Public
// Description: The default CollisionHandlerEvent will throw no
// events. Its pattern strings must first be set via a
// call to add_in_pattern() and/or add_out_pattern().
////////////////////////////////////////////////////////////////////
CollisionHandlerEvent::
CollisionHandlerEvent() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::begin_group
// Access: Public, Virtual
// Description: Will be called by the CollisionTraverser before a new
// traversal is begun. It instructs the handler to
// reset itself in preparation for a number of
// CollisionEntries to be sent.
////////////////////////////////////////////////////////////////////
void CollisionHandlerEvent::
begin_group() {
if (collide_cat.is_spam()) {
collide_cat.spam()
<< "begin_group.\n";
}
_last_colliding.swap(_current_colliding);
_current_colliding.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::add_entry
// Access: Public, Virtual
// Description: Called between a begin_group() .. end_group()
// sequence for each collision that is detected.
////////////////////////////////////////////////////////////////////
void CollisionHandlerEvent::
add_entry(CollisionEntry *entry) {
nassertv(entry != (CollisionEntry *)NULL);
// Record this particular entry for later. This will keep track of
// all the unique pairs of node/node intersections.
bool inserted = _current_colliding.insert(entry).second;
if (collide_cat.is_spam()) {
collide_cat.spam()
<< "Detected collision from " << entry->get_from_node_path()
<< " to " << entry->get_into_node_path()
<< ", inserted = " << inserted << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::end_group
// Access: Public, Virtual
// Description: Called by the CollisionTraverser at the completion of
// all collision detections for this traversal. It
// should do whatever finalization is required for the
// handler.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerEvent::
end_group() {
// Now compare the list of entries we collected this frame with
// those we kept from the last time. Each new entry represents a
// new 'in' event; each missing entry represents a new 'out' event.
if (collide_cat.is_spam()) {
collide_cat.spam()
<< "end_group.\n"
<< "current_colliding has " << _current_colliding.size()
<< " entries, last_colliding has " << _last_colliding.size()
<< "\n";
}
Colliding::iterator ca, cb;
ca = _current_colliding.begin();
cb = _last_colliding.begin();
SortEntries order;
while (ca != _current_colliding.end() && cb != _last_colliding.end()) {
if (order(*ca, *cb)) {
// Here's an element in a but not in b. That's a newly entered
// intersection.
throw_event_for(_in_patterns, *ca);
++ca;
} else if (order(*cb, *ca)) {
// Here's an element in b but not in a. That's a newly exited
// intersection.
throw_event_for(_out_patterns, *cb);
++cb;
} else {
// This element is in both b and a. It hasn't changed.
throw_event_for(_again_patterns, *cb);
++ca;
++cb;
}
}
while (ca != _current_colliding.end()) {
// Here's an element in a but not in b. That's a newly entered
// intersection.
throw_event_for(_in_patterns, *ca);
++ca;
}
while (cb != _last_colliding.end()) {
// Here's an element in b but not in a. That's a newly exited
// intersection.
throw_event_for(_out_patterns, *cb);
++cb;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::clear
// Access: Public
// Description: Empties the list of elements that all colliders are
// known to be colliding with. No "out" events will be
// thrown; if the same collision is detected next frame,
// a new "in" event will be thrown for each collision.
//
// This can be called each frame to defeat the
// persistent "in" event mechanism, which prevents the
// same "in" event from being thrown repeatedly.
// However, also see add_again_pattern(), which can be
// used to set the event that is thrown when a collision
// is detected for two or more consecutive frames.
////////////////////////////////////////////////////////////////////
void CollisionHandlerEvent::
clear() {
_last_colliding.clear();
_current_colliding.clear();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::throw_event_for
// Access: Private
// Description: Throws whatever events are suggested by the list of
// patterns.
////////////////////////////////////////////////////////////////////
void CollisionHandlerEvent::
throw_event_for(const vector_string &patterns, CollisionEntry *entry) {
vector_string::const_iterator pi;
for (pi = patterns.begin(); pi != patterns.end(); ++pi) {
throw_event_pattern(*pi, entry);
}
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerEvent::throw_event_pattern
// Access: Private
// Description: Throws an event matching the indicated pattern.
////////////////////////////////////////////////////////////////////
void CollisionHandlerEvent::
throw_event_pattern(const string &pattern, CollisionEntry *entry) {
if (pattern.empty()) {
return;
}
string event;
for (size_t p = 0; p < pattern.size(); ++p) {
if (pattern[p] == '%') {
string key;
if (p + 1 < pattern.size() && pattern[p + 1] == '(') {
// Extract out the key--the name up until the closing paren.
size_t close = pattern.find(')', p + 2);
if (close != string::npos) {
key = pattern.substr(p + 2, close - (p + 2));
p = close;
}
}
// Get out the command--the two characters following the percent
// sign (or the key).
string cmd = pattern.substr(p + 1, 2);
p += 2;
if (cmd == "fn") {
event += entry->get_from_node()->get_name();
} else if (cmd == "in") {
if (entry->has_into()) {
event += entry->get_into_node()->get_name();
}
} else if (cmd == "fs") {
event +=
(!entry->get_from()->is_tangible() ? 'i' : 't');
} else if (cmd == "is") {
event +=
(entry->has_into() && !entry->get_into()->is_tangible() ? 'i' : 't');
} else if (cmd == "ig") {
event +=
(entry->has_into() ? 'c' : 'g');
} else if (cmd == "fh") {
if (!entry->get_from_node_path().has_net_tag(key)) {
return;
}
} else if (cmd == "fx") {
if (entry->get_from_node_path().has_net_tag(key)) {
return;
}
} else if (cmd == "ih") {
if (!(entry->has_into() && entry->get_into_node_path().has_net_tag(key))) {
return;
}
} else if (cmd == "ix") {
if (entry->has_into() && entry->get_into_node_path().has_net_tag(key)) {
return;
}
} else if (cmd == "ft") {
event += entry->get_from_node_path().get_net_tag(key);
} else if (cmd == "it") {
if (entry->has_into()) {
event += entry->get_into_node_path().get_net_tag(key);
}
} else {
collide_cat.error()
<< "Invalid symbol in event_pattern: %" << cmd << "\n";
}
} else {
event += pattern[p];
}
}
if (!event.empty()) {
throw_event(event, EventParameter(entry));
}
}