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303 lines
12 KiB
C++
303 lines
12 KiB
C++
// Filename: collisionVisualizer.cxx
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// Created by: drose (16Apr03)
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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 "collisionVisualizer.h"
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#include "collisionEntry.h"
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#include "cullTraverser.h"
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#include "cullTraverserData.h"
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#include "cullableObject.h"
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#include "cullHandler.h"
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#include "renderState.h"
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#include "omniBoundingVolume.h"
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#include "depthOffsetAttrib.h"
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#include "colorScaleAttrib.h"
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#include "transparencyAttrib.h"
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#include "geomLine.h"
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#include "geomSphere.h"
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#ifdef DO_COLLISION_RECORDING
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TypeHandle CollisionVisualizer::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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CollisionVisualizer::
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CollisionVisualizer(const string &name) : PandaNode(name) {
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// We always want to render the CollisionVisualizer node itself
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// (even if it doesn't appear to have any geometry within it).
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set_bound(OmniBoundingVolume());
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_viz_scale = 1.0f;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::Destructor
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CollisionVisualizer::
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~CollisionVisualizer() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::clear
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// Access: Published
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// Description: Removes all the visualization data from a previous
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// traversal and resets the visualizer to empty.
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////////////////////////////////////////////////////////////////////
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void CollisionVisualizer::
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clear() {
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_data.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::make_copy
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// Access: Public, Virtual
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// Description: Returns a newly-allocated Node that is a shallow copy
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// of this one. It will be a different Node pointer,
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// but its internal data may or may not be shared with
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// that of the original Node.
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////////////////////////////////////////////////////////////////////
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PandaNode *CollisionVisualizer::
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make_copy() const {
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return new CollisionVisualizer(*this);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::has_cull_callback
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// Access: Public, Virtual
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// Description: Should be overridden by derived classes to return
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// true if cull_callback() has been defined. Otherwise,
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// returns false to indicate cull_callback() does not
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// need to be called for this node during the cull
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// traversal.
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////////////////////////////////////////////////////////////////////
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bool CollisionVisualizer::
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has_cull_callback() const {
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::cull_callback
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// Access: Public, Virtual
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// Description: If has_cull_callback() returns true, this function
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// will be called during the cull traversal to perform
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// any additional operations that should be performed at
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// cull time. This may include additional manipulation
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// of render state or additional visible/invisible
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// decisions, or any other arbitrary operation.
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//
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// By the time this function is called, the node has
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// already passed the bounding-volume test for the
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// viewing frustum, and the node's transform and state
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// have already been applied to the indicated
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// CullTraverserData object.
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//
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// The return value is true if this node should be
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// visible, or false if it should be culled.
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////////////////////////////////////////////////////////////////////
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bool CollisionVisualizer::
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cull_callback(CullTraverser *trav, CullTraverserData &data) {
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// Now we go through and actually draw our visualized collision solids.
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Data::const_iterator di;
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for (di = _data.begin(); di != _data.end(); ++di) {
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const TransformState *net_transform = (*di).first;
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const VizInfo &viz_info = (*di).second;
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CullTraverserData xform_data(data);
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// We don't want to inherit the transform from above! We ignore
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// whatever transforms were above the CollisionVisualizer node; it
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// always renders its objects according to their appropriate net
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// transform.
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xform_data._modelview_transform = trav->get_world_transform();
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xform_data.apply_transform_and_state(trav, net_transform,
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RenderState::make_empty(),
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RenderEffects::make_empty());
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// Draw all the collision solids.
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Solids::const_iterator si;
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for (si = viz_info._solids.begin(); si != viz_info._solids.end(); ++si) {
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// Note that we don't preserve the clip plane attribute from the
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// collision solid. We always draw the whole polygon (or
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// whatever) in the CollisionVisualizer. This is a deliberate
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// decision; clipping the polygons may obscure many collision
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// tests that are being made.
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const CollisionSolid *solid = (*si).first;
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const SolidInfo &solid_info = (*si).second;
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bool was_detected = (solid_info._detected_count > 0);
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PT(PandaNode) node = solid->get_viz(trav, xform_data, !was_detected);
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if (node != (PandaNode *)NULL) {
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CullTraverserData next_data(xform_data, node);
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// We don't want to inherit the render state from above for
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// these guys.
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next_data._state = get_viz_state();
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trav->traverse(next_data);
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}
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}
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// Now draw all of the detected points.
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if (!viz_info._points.empty()) {
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CPT(RenderState) empty_state = RenderState::make_empty();
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PTA_Colorf colors;
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colors.push_back(Colorf(1.0f, 0.0f, 0.0f, 1.0f));
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colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
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Points::const_iterator pi;
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for (pi = viz_info._points.begin(); pi != viz_info._points.end(); ++pi) {
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const CollisionPoint &point = (*pi);
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// Draw a small red sphere at the surface point, and a smaller
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// white sphere at the interior point.
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{
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PT(GeomSphere) sphere = new GeomSphere;
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PTA_Vertexf verts;
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verts.push_back(point._surface_point);
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verts.push_back(point._surface_point +
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LVector3f(0.1f * _viz_scale, 0.0f, 0.0f));
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sphere->set_coords(verts);
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sphere->set_colors(colors, G_PER_PRIM);
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sphere->set_num_prims(1);
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if (point._interior_point != point._surface_point) {
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verts.push_back(point._interior_point);
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verts.push_back(point._interior_point +
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LVector3f(0.05f * _viz_scale, 0.0f, 0.0f));
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sphere->set_num_prims(2);
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}
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CullableObject *object =
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new CullableObject(sphere, empty_state, xform_data._modelview_transform);
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trav->get_cull_handler()->record_object(object, trav);
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}
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// Draw the normal vector at the surface point.
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if (!point._surface_normal.almost_equal(LVector3f::zero())) {
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PT(GeomLine) line = new GeomLine;
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PTA_Vertexf verts;
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verts.push_back(point._surface_point);
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verts.push_back(point._surface_point +
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point._surface_normal * _viz_scale);
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line->set_coords(verts);
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line->set_colors(colors, G_PER_VERTEX);
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line->set_num_prims(1);
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CullableObject *object =
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new CullableObject(line, empty_state, xform_data._modelview_transform);
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trav->get_cull_handler()->record_object(object, trav);
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}
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}
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}
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}
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// Now carry on to render our child nodes.
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::output
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// Access: Public, Virtual
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// Description: Writes a brief description of the node to the
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// indicated output stream. This is invoked by the <<
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// operator. It may be overridden in derived classes to
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// include some information relevant to the class.
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////////////////////////////////////////////////////////////////////
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void CollisionVisualizer::
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output(ostream &out) const {
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PandaNode::output(out);
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out << " ";
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CollisionRecorder::output(out);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::begin_traversal
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// Access: Public, Virtual
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// Description: This method is called at the beginning of a
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// CollisionTraverser::traverse() call. It is provided
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// as a hook for the derived class to reset its state as
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// appropriate.
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////////////////////////////////////////////////////////////////////
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void CollisionVisualizer::
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begin_traversal() {
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CollisionRecorder::begin_traversal();
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_data.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::collision_tested
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// Access: Public, Virtual
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// Description: This method is called when a pair of collision solids
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// have passed all bounding-volume tests and have been
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// tested for a collision. The detected value is set
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// true if a collision was detected, false otherwise.
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////////////////////////////////////////////////////////////////////
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void CollisionVisualizer::
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collision_tested(const CollisionEntry &entry, bool detected) {
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CollisionRecorder::collision_tested(entry, detected);
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NodePath node_path = entry.get_into_node_path();
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CPT(TransformState) net_transform = node_path.get_net_transform();
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VizInfo &viz_info = _data[net_transform];
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if (detected) {
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viz_info._solids[entry.get_into()]._detected_count++;
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if (entry.has_surface_point()) {
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CollisionPoint p;
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entry.get_all(entry.get_into_node_path(),
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p._surface_point, p._surface_normal, p._interior_point);
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viz_info._points.push_back(p);
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}
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} else {
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viz_info._solids[entry.get_into()]._missed_count++;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionVisualizer::get_viz_state
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// Access: Private
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// Description: Returns a RenderState suitable for rendering the
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// collision solids with which a collision was detected.
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////////////////////////////////////////////////////////////////////
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CPT(RenderState) CollisionVisualizer::
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get_viz_state() {
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// Once someone asks for this pointer, we hold its reference count
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// and never free it.
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static CPT(RenderState) state = (const RenderState *)NULL;
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if (state == (const RenderState *)NULL) {
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state = RenderState::make
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(DepthOffsetAttrib::make());
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}
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return state;
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}
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#endif // DO_COLLISION_RECORDING
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