panda3d/panda/src/collide/collisionEntry.h
2003-10-23 15:35:26 +00:00

160 lines
5.0 KiB
C++

// Filename: collisionEntry.h
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef COLLISIONENTRY_H
#define COLLISIONENTRY_H
#include "pandabase.h"
#include "collisionTraverser.h"
#include "collisionSolid.h"
#include "collisionNode.h"
#include "collisionRecorder.h"
#include "transformState.h"
#include "typedReferenceCount.h"
#include "luse.h"
#include "pointerTo.h"
#include "pandaNode.h"
#include "nodePath.h"
///////////////////////////////////////////////////////////////////
// Class : CollisionEntry
// Description : Defines a single collision event. One of these is
// created for each collision detected by a
// CollisionTraverser, to be dealt with by the
// CollisionHandler.
//
// A CollisionEntry provides slots for a number of data
// values (such as intersection point and normal) that
// might or might not be known for each collision. It
// is up to the handler to determine what information is
// known and to do the right thing with it.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA CollisionEntry : public TypedReferenceCount {
public:
INLINE CollisionEntry();
CollisionEntry(const CollisionEntry &copy);
void operator = (const CollisionEntry &copy);
PUBLISHED:
INLINE const CollisionSolid *get_from() const;
INLINE bool has_into() const;
INLINE const CollisionSolid *get_into() const;
INLINE CollisionNode *get_from_node() const;
INLINE PandaNode *get_into_node() const;
INLINE const NodePath &get_from_node_path() const;
INLINE const NodePath &get_into_node_path() const;
INLINE const TransformState *get_from_space() const;
INLINE const TransformState *get_into_space() const;
INLINE const TransformState *get_wrt_space() const;
INLINE const TransformState *get_inv_wrt_space() const;
INLINE const TransformState *get_wrt_prev_space() const;
INLINE const LMatrix4f &get_from_mat() const;
INLINE const LMatrix4f &get_into_mat() const;
INLINE const LMatrix4f &get_wrt_mat() const;
INLINE const LMatrix4f &get_inv_wrt_mat() const;
INLINE const LMatrix4f &get_wrt_prev_mat() const;
INLINE void set_into_intersection_point(const LPoint3f &point);
INLINE bool has_into_intersection_point() const;
INLINE const LPoint3f &get_into_intersection_point() const;
INLINE bool has_from_intersection_point() const;
INLINE LPoint3f get_from_intersection_point() const;
INLINE void set_into_surface_normal(const LVector3f &normal);
INLINE bool has_into_surface_normal() const;
INLINE const LVector3f &get_into_surface_normal() const;
INLINE void set_from_surface_normal(const LVector3f &normal);
INLINE bool has_from_surface_normal() const;
INLINE const LVector3f &get_from_surface_normal() const;
INLINE void set_into_depth(float depth);
INLINE bool has_into_depth() const;
INLINE float get_into_depth() const;
INLINE void set_from_depth(float depth);
INLINE bool has_from_depth() const;
INLINE float get_from_depth() const;
private:
INLINE void test_intersection(CollisionHandler *record,
const CollisionTraverser *trav) const;
void compute_from_surface_normal();
CPT(CollisionSolid) _from;
CPT(CollisionSolid) _into;
PT(CollisionNode) _from_node;
PT(PandaNode) _into_node;
NodePath _from_node_path;
NodePath _into_node_path;
CPT(TransformState) _from_space;
CPT(TransformState) _into_space;
CPT(TransformState) _wrt_space;
CPT(TransformState) _inv_wrt_space;
CPT(TransformState) _wrt_prev_space;
enum Flags {
F_has_into_intersection_point = 0x0001,
F_has_into_surface_normal = 0x0002,
F_has_from_surface_normal = 0x0004,
F_has_into_depth = 0x0008,
F_has_from_depth = 0x0010,
};
int _flags;
LPoint3f _into_intersection_point;
LVector3f _into_surface_normal;
LVector3f _from_surface_normal;
float _into_depth;
float _from_depth;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedReferenceCount::init_type();
register_type(_type_handle, "CollisionEntry",
TypedReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
friend class CollisionTraverser;
};
#include "collisionEntry.I"
#endif