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