open_toontown_panda3d/panda/src/collide/collisionSegment.h

91 lines
2.5 KiB
C++

// Filename: collisionSegment.h
// Created by: drose (30Jan01)
//
////////////////////////////////////////////////////////////////////
#ifndef COLLISIONSEGMENT_H
#define COLLISIONSEGMENT_H
#include <pandabase.h>
#include "collisionSolid.h"
class ProjectionNode;
///////////////////////////////////////////////////////////////////
// Class : CollisionSegment
// Description : A finite line segment, with two specific endpoints
// but no thickness. It's similar to a CollisionRay,
// except it does not continue to infinity.
//
// It does have an ordering, from point A to point B.
// If more than a single point of the segment is
// intersecting a solid, the reported intersection point
// is generally the closest on the segment to point A.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA CollisionSegment : public CollisionSolid {
PUBLISHED:
INLINE CollisionSegment();
INLINE CollisionSegment(const LPoint3f &a, const LPoint3f &db);
INLINE CollisionSegment(float ax, float ay, float az,
float bx, float by, float bz);
public:
INLINE CollisionSegment(const CollisionSegment &copy);
virtual CollisionSolid *make_copy();
virtual int
test_intersection(CollisionHandler *record,
const CollisionEntry &entry,
const CollisionSolid *into) const;
virtual void xform(const LMatrix4f &mat);
virtual LPoint3f get_collision_origin() const;
virtual void output(ostream &out) const;
PUBLISHED:
INLINE void set_point_a(const LPoint3f &a);
INLINE void set_point_a(float x, float y, float z);
INLINE const LPoint3f &get_point_a() const;
INLINE void set_point_b(const LPoint3f &b);
INLINE void set_point_b(float x, float y, float z);
INLINE const LPoint3f &get_point_b() const;
bool set_projection(ProjectionNode *camera, const LPoint2f &point);
INLINE bool set_projection(ProjectionNode *camera, float px, float py);
protected:
virtual void recompute_bound();
protected:
virtual void recompute_viz(Node *parent);
private:
LPoint3f _a, _b;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CollisionSolid::init_type();
register_type(_type_handle, "CollisionSegment",
CollisionSolid::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "collisionSegment.I"
#endif