initial checkin

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Josh Wilson 2006-07-13 00:13:44 +00:00
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commit f66c7f8ab9
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// Filename: physicsObjectCollection.I
// Created by: joswilso (12Jul06)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE PhysicsObjectCollection::
~PhysicsObjectCollection() {
}

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// Filename: physicsObjectCollection.I
// Created by: joswilso (12Jul06)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE PhysicsObjectCollection::
~PhysicsObjectCollection() {
}

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// Filename: physicsObjectCollection.cxx
// Created by: joswilso (12Jul06)
//
////////////////////////////////////////////////////////////////////
//
// 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 "physicsObjectCollection.h"
#include "indent.h"
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
PhysicsObjectCollection::
PhysicsObjectCollection() {
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Copy Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
PhysicsObjectCollection::
PhysicsObjectCollection(const PhysicsObjectCollection &copy) :
_physics_objects(copy._physics_objects)
{
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Copy Assignment Operator
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
operator = (const PhysicsObjectCollection &copy) {
_physics_objects = copy._physics_objects;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::add_physics_object
// Access: Published
// Description: Adds a new PhysicsObject to the collection.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
add_physics_object(PT(PhysicsObject) physics_object) {
// If the pointer to our internal array is shared by any other
// PhysicsObjectCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren PhysicsObjectCollection
// objects.
if (_physics_objects.get_ref_count() > 1) {
PhysicsObjects old_physics_objects = _physics_objects;
_physics_objects = PhysicsObjects::empty_array(0);
_physics_objects.v() = old_physics_objects.v();
}
_physics_objects.push_back(physics_object);
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::remove_physics_object
// Access: Published
// Description: Removes the indicated PhysicsObject from the collection.
// Returns true if the physics_object was removed, false if it was
// not a member of the collection.
////////////////////////////////////////////////////////////////////
bool PhysicsObjectCollection::
remove_physics_object(PT(PhysicsObject) physics_object) {
int object_index = -1;
for (int i = 0; object_index == -1 && i < (int)_physics_objects.size(); i++) {
if (_physics_objects[i] == physics_object) {
object_index = i;
}
}
if (object_index == -1) {
// The indicated physics_object was not a member of the collection.
return false;
}
// If the pointer to our internal array is shared by any other
// PhysicsObjectCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren PhysicsObjectCollection
// objects.
if (_physics_objects.get_ref_count() > 1) {
PhysicsObjects old_physics_objects = _physics_objects;
_physics_objects = PhysicsObjects::empty_array(0);
_physics_objects.v() = old_physics_objects.v();
}
_physics_objects.erase(_physics_objects.begin() + object_index);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::add_physics_objects_from
// Access: Published
// Description: Adds all the PhysicsObjects indicated in the other
// collection to this collection. The other
// physics_objects are simply appended to the end of
// the physics_objects in this list;
// duplicates are not automatically removed.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
add_physics_objects_from(const PhysicsObjectCollection &other) {
int other_num_physics_objects = other.get_num_physics_objects();
for (int i = 0; i < other_num_physics_objects; i++) {
add_physics_object(other.get_physics_object(i));
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::remove_physics_objects_from
// Access: Published
// Description: Removes from this collection all of the PhysicsObjects
// listed in the other collection.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
remove_physics_objects_from(const PhysicsObjectCollection &other) {
PhysicsObjects new_physics_objects;
int num_physics_objects = get_num_physics_objects();
for (int i = 0; i < num_physics_objects; i++) {
PT(PhysicsObject) physics_object = get_physics_object(i);
if (!other.has_physics_object(physics_object)) {
new_physics_objects.push_back(physics_object);
}
}
_physics_objects = new_physics_objects;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::remove_duplicate_physics_objects
// Access: Published
// Description: Removes any duplicate entries of the same PhysicsObjects
// on this collection. If a PhysicsObject appears multiple
// times, the first appearance is retained; subsequent
// appearances are removed.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
remove_duplicate_physics_objects() {
PhysicsObjects new_physics_objects;
int num_physics_objects = get_num_physics_objects();
for (int i = 0; i < num_physics_objects; i++) {
PT(PhysicsObject) physics_object = get_physics_object(i);
bool duplicated = false;
for (int j = 0; j < i && !duplicated; j++) {
duplicated = (physics_object == get_physics_object(j));
}
if (!duplicated) {
new_physics_objects.push_back(physics_object);
}
}
_physics_objects = new_physics_objects;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::has_physics_object
// Access: Published
// Description: Returns true if the indicated PhysicsObject appears in
// this collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool PhysicsObjectCollection::
has_physics_object(PT(PhysicsObject) physics_object) const {
for (int i = 0; i < get_num_physics_objects(); i++) {
if (physics_object == get_physics_object(i)) {
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::clear
// Access: Published
// Description: Removes all PhysicsObjects from the collection.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
clear() {
_physics_objects.clear();
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::is_empty
// Access: Published
// Description: Returns true if there are no PhysicsObjects in the
// collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool PhysicsObjectCollection::
is_empty() const {
return _physics_objects.empty();
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::get_num_physics_objects
// Access: Published
// Description: Returns the number of PhysicsObjects in the collection.
////////////////////////////////////////////////////////////////////
int PhysicsObjectCollection::
get_num_physics_objects() const {
return _physics_objects.size();
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::get_physics_object
// Access: Published
// Description: Returns the nth PhysicsObject in the collection.
////////////////////////////////////////////////////////////////////
PT(PhysicsObject) PhysicsObjectCollection::
get_physics_object(int index) const {
nassertr(index >= 0 && index < (int)_physics_objects.size(), PT(PhysicsObject)());
return _physics_objects[index];
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::operator []
// Access: Published
// Description: Returns the nth PhysicsObject in the collection. This is
// the same as get_physics_object(), but it may be a more
// convenient way to access it.
////////////////////////////////////////////////////////////////////
PT(PhysicsObject) PhysicsObjectCollection::
operator [] (int index) const {
nassertr(index >= 0 && index < (int)_physics_objects.size(), PT(PhysicsObject)());
return _physics_objects[index];
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::output
// Access: Published
// Description: Writes a brief one-line description of the
// PhysicsObjectCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
output(ostream &out) const {
if (get_num_physics_objects() == 1) {
out << "1 PhysicsObject";
} else {
out << get_num_physics_objects() << " PhysicsObjects";
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::write
// Access: Published
// Description: Writes a complete multi-line description of the
// PhysicsObjectCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
write(ostream &out, int indent_level) const {
for (int i = 0; i < get_num_physics_objects(); i++) {
indent(out, indent_level) << get_physics_object(i) << "\n";
}
}

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// Filename: physicsObjectCollection.cxx
// Created by: joswilso (12Jul06)
//
////////////////////////////////////////////////////////////////////
//
// 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 "physicsObjectCollection.h"
#include "indent.h"
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
PhysicsObjectCollection::
PhysicsObjectCollection() {
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Copy Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
PhysicsObjectCollection::
PhysicsObjectCollection(const PhysicsObjectCollection &copy) :
_physics_objects(copy._physics_objects)
{
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::Copy Assignment Operator
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
operator = (const PhysicsObjectCollection &copy) {
_physics_objects = copy._physics_objects;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::add_physics_object
// Access: Published
// Description: Adds a new PhysicsObject to the collection.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
add_physics_object(const PhysicsObject &physics_object) {
// If the pointer to our internal array is shared by any other
// PhysicsObjectCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren PhysicsObjectCollection
// objects.
if (_physics_objects.get_ref_count() > 1) {
PhysicsObjects old_physics_objects = _physics_objects;
_physics_objects = PhysicsObjects::empty_array(0);
_physics_objects.v() = old_physics_objects.v();
}
_physics_objects.push_back(physics_object);
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::remove_physics_object
// Access: Published
// Description: Removes the indicated PhysicsObject from the collection.
// Returns true if the physics_object was removed, false if it was
// not a member of the collection.
////////////////////////////////////////////////////////////////////
bool PhysicsObjectCollection::
remove_physics_object(const PhysicsObject &physics_object) {
int object_index = -1;
for (int i = 0; object_index == -1 && i < (int)_physics_objects.size(); i++) {
if (_physics_objects[i] == physics_object) {
object_index = i;
}
}
if (object_index == -1) {
// The indicated physics_object was not a member of the collection.
return false;
}
// If the pointer to our internal array is shared by any other
// PhysicsObjectCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren PhysicsObjectCollection
// objects.
if (_physics_objects.get_ref_count() > 1) {
PhysicsObjects old_physics_objects = _physics_objects;
_physics_objects = PhysicsObjects::empty_array(0);
_physics_objects.v() = old_physics_objects.v();
}
_physics_objects.erase(_physics_objects.begin() + object_index);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::add_physics_objects_from
// Access: Published
// Description: Adds all the PhysicsObjects indicated in the other
// collection to this collection. The other
// physics_objects are simply appended to the end of
// the physics_objects in this list;
// duplicates are not automatically removed.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
add_paths_from(const PhysicsObjectCollection &other) {
int other_num_paths = other.get_num_paths();
for (int i = 0; i < other_num_paths; i++) {
add_path(other.get_path(i));
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::remove_paths_from
// Access: Published
// Description: Removes from this collection all of the PhysicsObjects
// listed in the other collection.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
remove_paths_from(const PhysicsObjectCollection &other) {
PhysicsObjects new_paths;
int num_paths = get_num_paths();
for (int i = 0; i < num_paths; i++) {
PhysicsObject path = get_path(i);
if (!other.has_path(path)) {
new_paths.push_back(path);
}
}
_physics_objects = new_paths;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::remove_duplicate_paths
// Access: Published
// Description: Removes any duplicate entries of the same PhysicsObjects
// on this collection. If a PhysicsObject appears multiple
// times, the first appearance is retained; subsequent
// appearances are removed.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
remove_duplicate_paths() {
PhysicsObjects new_paths;
int num_paths = get_num_paths();
for (int i = 0; i < num_paths; i++) {
PhysicsObject path = get_path(i);
bool duplicated = false;
for (int j = 0; j < i && !duplicated; j++) {
duplicated = (path == get_path(j));
}
if (!duplicated) {
new_paths.push_back(path);
}
}
_physics_objects = new_paths;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::has_path
// Access: Published
// Description: Returns true if the indicated PhysicsObject appears in
// this collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool PhysicsObjectCollection::
has_path(const PhysicsObject &path) const {
for (int i = 0; i < get_num_paths(); i++) {
if (path == get_path(i)) {
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::clear
// Access: Published
// Description: Removes all PhysicsObjects from the collection.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
clear() {
_physics_objects.clear();
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::is_empty
// Access: Published
// Description: Returns true if there are no PhysicsObjects in the
// collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool PhysicsObjectCollection::
is_empty() const {
return _physics_objects.empty();
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::get_num_paths
// Access: Published
// Description: Returns the number of PhysicsObjects in the collection.
////////////////////////////////////////////////////////////////////
int PhysicsObjectCollection::
get_num_paths() const {
return _physics_objects.size();
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::get_path
// Access: Published
// Description: Returns the nth PhysicsObject in the collection.
////////////////////////////////////////////////////////////////////
PhysicsObject PhysicsObjectCollection::
get_path(int index) const {
nassertr(index >= 0 && index < (int)_physics_objects.size(), PhysicsObject());
return _physics_objects[index];
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::operator []
// Access: Published
// Description: Returns the nth PhysicsObject in the collection. This is
// the same as get_path(), but it may be a more
// convenient way to access it.
////////////////////////////////////////////////////////////////////
PhysicsObject PhysicsObjectCollection::
operator [] (int index) const {
nassertr(index >= 0 && index < (int)_physics_objects.size(), PhysicsObject());
return _physics_objects[index];
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::output
// Access: Published
// Description: Writes a brief one-line description of the
// PhysicsObjectCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
output(ostream &out) const {
if (get_num_paths() == 1) {
out << "1 PhysicsObject";
} else {
out << get_num_paths() << " PhysicsObjects";
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysicsObjectCollection::write
// Access: Published
// Description: Writes a complete multi-line description of the
// PhysicsObjectCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void PhysicsObjectCollection::
write(ostream &out, int indent_level) const {
for (int i = 0; i < get_num_paths(); i++) {
indent(out, indent_level) << get_path(i) << "\n";
}
}

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// Filename: physicsObjectCollection.h
// Created by: joswilso (12Jul06)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef PHYSICSOBJECTCOLLECTION_H
#define PHYSICSOBJECTCOLLECTION_H
#include "pandabase.h"
#include "physicsObject.h"
#include "pointerToArray.h"
////////////////////////////////////////////////////////////////////
// Class : PhysicsObjectCollection
// Description : This is a set of zero or more PhysicsObjects. It's handy
// for returning from functions that need to return
// multiple PhysicsObjects.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAPHYSICS PhysicsObjectCollection {
PUBLISHED:
PhysicsObjectCollection();
PhysicsObjectCollection(const PhysicsObjectCollection &copy);
void operator = (const PhysicsObjectCollection &copy);
INLINE ~PhysicsObjectCollection();
void add_physics_object(PT(PhysicsObject) physics_object);
bool remove_physics_object(PT(PhysicsObject) physics_object);
void add_physics_objects_from(const PhysicsObjectCollection &other);
void remove_physics_objects_from(const PhysicsObjectCollection &other);
void remove_duplicate_physics_objects();
bool has_physics_object(PT(PhysicsObject) physics_object) const;
void clear();
bool is_empty() const;
int get_num_physics_objects() const;
PT(PhysicsObject) get_physics_object(int index) const;
PT(PhysicsObject) operator [] (int index) const;
void output(ostream &out) const;
void write(ostream &out, int indent_level = 0) const;
private:
typedef PTA(PT(PhysicsObject)) PhysicsObjects;
PhysicsObjects _physics_objects;
};
/*
INLINE ostream &operator << (ostream &out, const PhysicsObjectCollection &col) {
col.output(out);
return out;
}
*/
#include "physicsObjectCollection.I"
#endif

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// Filename: physicsObjectCollection.h
// Created by: joswilso (12Jul06)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef PHYSICSOBJECTCOLLECTION_H
#define PHYSICSOBJECTCOLLECTION_H
#include "pandabase.h"
#include "nodePath.h"
#include "pointerToArray.h"
////////////////////////////////////////////////////////////////////
// Class : PhysicsObjectCollection
// Description : This is a set of zero or more PhysicsObjects. It's handy
// for returning from functions that need to return
// multiple PhysicsObjects.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA PhysicsObjectCollection {
PUBLISHED:
PhysicsObjectCollection();
PhysicsObjectCollection(const PhysicsObjectCollection &copy);
void operator = (const PhysicsObjectCollection &copy);
INLINE ~PhysicsObjectCollection();
void add_physics_object(const PhysicsObject &physics_object);
bool remove_physics_object(const PhysicsObject &physics_object);
void add_physics_objects_from(const PhysicsObjectCollection &other);
void remove_physics_objects_from(const PhysicsObjectCollection &other);
void remove_duplicate_physics_objects();
bool has_physics_object(const PhysicsObject &physics_object) const;
void clear();
bool is_empty() const;
int get_num_physics_objects() const;
PhysicsObject get_physics_object(int index) const;
PhysicsObject operator [] (int index) const;
void output(ostream &out) const;
void write(ostream &out, int indent_level = 0) const;
private:
typedef PTA(PhysicsObject) PhysicsObjects;
PhysicsObjects _node_paths;
};
INLINE ostream &operator << (ostream &out, const PhysicsObjectCollection &col) {
col.output(out);
return out;
}
#include "physicsObjectCollection.I"
#endif