open_toontown_panda3d/panda/src/collide/collisionRay.cxx

239 lines
8.2 KiB
C++

// Filename: collisionRay.cxx
// Created by: drose (22Jun00)
//
////////////////////////////////////////////////////////////////////
//
// 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 "collisionRay.h"
#include "collisionHandler.h"
#include "collisionEntry.h"
#include "config_collide.h"
#include "geom.h"
#include "geomNode.h"
#include "boundingLine.h"
#include "lensNode.h"
#include "lens.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "geom.h"
#include "geomLinestrips.h"
#include "geomVertexWriter.h"
TypeHandle CollisionRay::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::make_copy
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionSolid *CollisionRay::
make_copy() {
return new CollisionRay(*this);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::test_intersection
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionRay::
test_intersection(const CollisionEntry &entry) const {
return entry.get_into()->test_intersection_from_ray(entry);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::xform
// Access: Public, Virtual
// Description: Transforms the solid by the indicated matrix.
////////////////////////////////////////////////////////////////////
void CollisionRay::
xform(const LMatrix4f &mat) {
_origin = _origin * mat;
_direction = _direction * mat;
CollisionSolid::xform(mat);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::get_collision_origin
// Access: Public, Virtual
// Description: Returns the point in space deemed to be the "origin"
// of the solid for collision purposes. The closest
// intersection point to this origin point is considered
// to be the most significant.
////////////////////////////////////////////////////////////////////
LPoint3f CollisionRay::
get_collision_origin() const {
return get_origin();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::output
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void CollisionRay::
output(ostream &out) const {
out << "ray, o (" << get_origin() << "), d (" << get_direction() << ")";
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::set_from_lens
// Access: Public
// Description: Accepts a LensNode and a 2-d point in the range
// [-1,1]. Sets the CollisionRay so that it begins at
// the LensNode's near plane and extends to
// infinity, making it suitable for picking objects from
// the screen given a camera and a mouse location.
//
// Returns true if the point was acceptable, false
// otherwise.
////////////////////////////////////////////////////////////////////
bool CollisionRay::
set_from_lens(LensNode *camera, const LPoint2f &point) {
Lens *lens = camera->get_lens();
bool success = true;
LPoint3f near_point, far_point;
if (!lens->extrude(point, near_point, far_point)) {
_origin = LPoint3f::origin();
_direction = LVector3f::forward();
success = false;
} else {
_origin = near_point;
_direction = far_point - near_point;
}
mark_bound_stale();
mark_viz_stale();
return success;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::recompute_bound
// Access: Protected, Virtual
// Description:
////////////////////////////////////////////////////////////////////
BoundingVolume *CollisionRay::
recompute_bound() {
BoundedObject::recompute_bound();
// Less than ideal: we throw away whatever we just allocated in
// BoundedObject.
return set_bound_ptr(new BoundingLine(_origin, _origin + _direction));
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::fill_viz_geom
// Access: Protected, Virtual
// Description: Fills the _viz_geom GeomNode up with Geoms suitable
// for rendering this solid.
////////////////////////////////////////////////////////////////////
void CollisionRay::
fill_viz_geom() {
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Recomputing viz for " << *this << "\n";
}
static const int num_points = 100;
static const double scale = 100.0;
PT(GeomVertexData) vdata = new GeomVertexData
("collision", GeomVertexFormat::get_v3cp(),
Geom::UH_static);
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
GeomVertexWriter color(vdata, InternalName::get_color());
for (int i = 0; i < num_points; i++) {
double t = ((double)i / (double)num_points);
vertex.add_data3f(get_origin() + t * scale * get_direction());
color.add_data4f(Colorf(1.0f, 1.0f, 1.0f, 1.0f) +
t * Colorf(0.0f, 0.0f, 0.0f, -1.0f));
}
PT(GeomLinestrips) line = new GeomLinestrips(Geom::UH_static);
line->add_next_vertices(num_points);
line->close_primitive();
PT(Geom) geom = new Geom(vdata);
geom->add_primitive(line);
_viz_geom->add_geom(geom, get_other_viz_state());
_bounds_viz_geom->add_geom(geom, get_other_bounds_viz_state());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// CollisionRay.
////////////////////////////////////////////////////////////////////
void CollisionRay::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void CollisionRay::
write_datagram(BamWriter *manager, Datagram &dg) {
CollisionSolid::write_datagram(manager, dg);
_origin.write_datagram(dg);
_direction.write_datagram(dg);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type CollisionRay is encountered
// in the Bam file. It should create the CollisionRay
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *CollisionRay::
make_from_bam(const FactoryParams &params) {
CollisionRay *node = new CollisionRay();
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
node->fillin(scan, manager);
return node;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::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 CollisionRay.
////////////////////////////////////////////////////////////////////
void CollisionRay::
fillin(DatagramIterator &scan, BamReader *manager) {
CollisionSolid::fillin(scan, manager);
_origin.read_datagram(scan);
_direction.read_datagram(scan);
}