panda3d/panda/src/collide/collisionLevelState.h
2006-02-27 18:49:46 +00:00

110 lines
3.3 KiB
C++

// Filename: collisionLevelState.h
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 COLLISIONLEVELSTATE_H
#define COLLISIONLEVELSTATE_H
#include "pandabase.h"
#include "luse.h"
#include "pointerToArray.h"
#include "geometricBoundingVolume.h"
#include "nodePath.h"
#include "workingNodePath.h"
#include "pointerTo.h"
#include "plist.h"
class CollisionSolid;
class CollisionNode;
////////////////////////////////////////////////////////////////////
// Class : CollisionLevelState
// Description : This is the state information the
// CollisionTraverser retains for each level during
// traversal.
////////////////////////////////////////////////////////////////////
class CollisionLevelState {
public:
class ColliderDef {
public:
CollisionSolid *_collider;
CollisionNode *_node;
NodePath _node_path;
};
INLINE CollisionLevelState(const NodePath &node_path);
INLINE CollisionLevelState(const CollisionLevelState &parent,
PandaNode *child);
INLINE CollisionLevelState(const CollisionLevelState &copy);
INLINE void operator = (const CollisionLevelState &copy);
void clear();
void reserve(int num_colliders);
void prepare_collider(const ColliderDef &def);
INLINE static int get_max_colliders();
bool any_in_bounds();
void apply_transform();
INLINE NodePath get_node_path() const;
INLINE PandaNode *node() const;
INLINE int get_num_colliders() const;
INLINE bool has_collider(int n) const;
INLINE bool has_any_collider() const;
INLINE CollisionSolid *get_collider(int n) const;
INLINE CollisionNode *get_collider_node(int n) const;
INLINE NodePath get_collider_node_path(int n) const;
INLINE const GeometricBoundingVolume *get_local_bound(int n) const;
INLINE const GeometricBoundingVolume *get_parent_bound(int n) const;
INLINE void omit_collider(int n);
INLINE void set_include_mask(CollideMask include_mask);
INLINE CollideMask get_include_mask() const;
private:
// CurrentMask here is a locally-defined value that simply serves
// to keep track of the colliders that are still interested in the
// current node. Don't confuse it with CollideMask, which is a set
// of user-defined bits that specify which CollisionSolids may
// possibly intersect with each other.
typedef unsigned int CurrentMask;
INLINE CurrentMask get_mask(int n) const;
WorkingNodePath _node_path;
typedef PTA(ColliderDef) Colliders;
Colliders _colliders;
CurrentMask _current;
CollideMask _include_mask;
typedef PTA(CPT(GeometricBoundingVolume)) BoundingVolumes;
BoundingVolumes _local_bounds;
BoundingVolumes _parent_bounds;
};
#include "collisionLevelState.I"
#endif