84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
// Filename: collisionHandlerFloor.h
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// Created by: drose (16Mar02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef COLLISIONHANDLERFLOOR_H
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#define COLLISIONHANDLERFLOOR_H
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#include "pandabase.h"
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#include "collisionHandlerPhysical.h"
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////////////////////////////////////////////////////////////////////
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// Class : CollisionHandlerFloor
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// Description : A specialized kind of CollisionHandler that sets the
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// Z height of the collider to a fixed linear offset
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// from the highest detected collision point each frame.
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// It's intended to implement walking around on a floor
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// of varying height by casting a ray down from the
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// avatar's head.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA CollisionHandlerFloor : public CollisionHandlerPhysical {
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PUBLISHED:
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CollisionHandlerFloor();
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virtual ~CollisionHandlerFloor();
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INLINE void set_offset(float offset);
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INLINE float get_offset() const;
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INLINE void set_reach(float reach);
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INLINE float get_reach() const;
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INLINE void set_max_velocity(float max_vel);
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INLINE float get_max_velocity() const;
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protected:
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float set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries);
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virtual bool handle_entries();
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virtual void apply_linear_force(ColliderDef &def, const LVector3f &force);
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private:
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float _offset;
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float _reach;
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float _max_velocity;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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CollisionHandlerPhysical::init_type();
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register_type(_type_handle, "CollisionHandlerFloor",
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CollisionHandlerPhysical::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "collisionHandlerFloor.I"
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#endif
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