panda3d/panda/src/collide/collisionHandlerPusher.cxx
2002-06-06 21:19:05 +00:00

216 lines
7.4 KiB
C++

// Filename: collisionHandlerPusher.cxx
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "collisionHandlerPusher.h"
#include "collisionNode.h"
#include "collisionEntry.h"
#include "config_collide.h"
TypeHandle CollisionHandlerPusher::_type_handle;
///////////////////////////////////////////////////////////////////
// Class : ShoveData
// Description : The ShoveData class is used within
// CollisionHandlerPusher::handle_entries(), to track
// multiple shoves onto a given collider. It's not
// exported outside this file.
////////////////////////////////////////////////////////////////////
class ShoveData {
public:
LVector3f _vector;
float _length;
bool _valid;
};
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPusher::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerPusher::
CollisionHandlerPusher() {
_horizontal = true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPusher::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerPusher::
~CollisionHandlerPusher() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPusher::handle_entries
// Access: Protected, Virtual
// Description: Called by the parent class after all collisions have
// been detected, this manages the various collisions
// and moves around the nodes as necessary.
//
// The return value is normally true, but it may be
// false to indicate the CollisionTraverser should
// disable this handler from being called in the future.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerPusher::
handle_entries() {
bool okflag = true;
FromEntries::const_iterator fi;
for (fi = _from_entries.begin(); fi != _from_entries.end(); ++fi) {
CollisionNode *from_node = (*fi).first;
nassertr(from_node != (CollisionNode *)NULL, false);
const Entries &entries = (*fi).second;
Colliders::iterator ci;
ci = _colliders.find(from_node);
if (ci == _colliders.end()) {
// Hmm, someone added a CollisionNode to a traverser and gave
// it this CollisionHandler pointer--but they didn't tell us
// about the node.
collide_cat.error()
<< "CollisionHandlerPusher doesn't know about "
<< *from_node << ", disabling.\n";
okflag = false;
} else {
ColliderDef &def = (*ci).second;
if (!def.is_valid()) {
collide_cat.error()
<< "Removing invalid collider " << *from_node << " from "
<< get_type() << "\n";
_colliders.erase(ci);
} else {
// How to apply multiple shoves from different solids onto the
// same collider? One's first intuition is to vector sum all
// the shoves. However, this causes problems when two parallel
// walls shove on the collider, because we end up with a double
// shove. We hack around this by testing if two shove vectors
// share nearly the same direction, and if so, we keep only the
// longer of the two.
typedef pvector<ShoveData> Shoves;
Shoves shoves;
Entries::const_iterator ei;
for (ei = entries.begin(); ei != entries.end(); ++ei) {
CollisionEntry *entry = (*ei);
nassertr(entry != (CollisionEntry *)NULL, false);
nassertr(from_node == entry->get_from_node(), false);
if (!entry->has_into_surface_normal() ||
!entry->has_into_depth()) {
#ifndef NDEBUG
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Cannot shove on " << *from_node << " for collision into "
<< *entry->get_into_node() << "; no normal/depth information.\n";
}
#endif
} else {
// Shove it just enough to clear the volume.
if (entry->get_into_depth() != 0.0f) {
LVector3f normal = entry->get_into_surface_normal();
if (_horizontal) {
normal[2] = 0.0f;
}
// Just to be on the safe size, we normalize the normal
// vector, even though it really out to be unit-length
// already (unless we just forced it horizontal, above).
normal.normalize();
ShoveData sd;
sd._vector = normal;
sd._length = entry->get_into_depth();
sd._valid = true;
#ifndef NDEBUG
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Shove on " << *from_node << " from "
<< *entry->get_into_node() << ": " << sd._vector
<< " times " << sd._length << "\n";
}
#endif
shoves.push_back(sd);
}
}
}
if (!shoves.empty()) {
// Now we combine any two shoves that shove in largely the
// same direction. Hacky.
Shoves::iterator si;
for (si = shoves.begin(); si != shoves.end(); ++si) {
ShoveData &sd = (*si);
Shoves::iterator sj;
for (sj = shoves.begin(); sj != si; ++sj) {
ShoveData &sd2 = (*sj);
if (sd2._valid) {
float d = sd._vector.dot(sd2._vector);
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Considering dot product " << d << "\n";
}
if (d > 0.9) {
// These two shoves are largely in the same direction;
// save the larger of the two.
if (sd2._length < sd._length) {
sd2._valid = false;
} else {
sd._valid = false;
}
}
}
}
}
// Now we can determine the net shove.
LVector3f net_shove(0.0f, 0.0f, 0.0f);
for (si = shoves.begin(); si != shoves.end(); ++si) {
const ShoveData &sd = (*si);
if (sd._valid) {
net_shove += sd._vector * sd._length;
}
}
#ifndef NDEBUG
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Net shove on " << *from_node << " is: "
<< net_shove << "\n";
}
#endif
LMatrix4f mat;
def.get_mat(mat);
def.set_mat(LMatrix4f::translate_mat(net_shove) * mat);
}
}
}
}
return okflag;
}