Panda3D
|
This is the state information the CollisionTraverser retains for each level during traversal. More...
#include "collisionLevelState.h"
Public Member Functions | |
CollisionLevelState (const NodePath &node_path) | |
CollisionLevelState (const CollisionLevelState< MaskType > &parent, PandaNode *child) | |
This constructor goes to the next child node in the traversal. | |
CollisionLevelState (const CollisionLevelState< MaskType > ©) | |
bool | any_in_bounds () |
Checks the bounding volume of the current node against each of our colliders. | |
bool | apply_transform () |
Applies the inverse transform from the current node, if any, onto all the colliders in the level state. | |
void | clear () |
bool | has_any_collider () const |
bool | has_collider (int n) const |
Returns true if the nth collider in the LevelState is still part of the level. | |
void | omit_collider (int n) |
void | operator= (const CollisionLevelState< MaskType > ©) |
void | prepare_collider (const ColliderDef &def, const NodePath &root) |
Adds the indicated Collider to the set of Colliders in the current level state. | |
Static Public Member Functions | |
static int | get_max_colliders () |
Returns the maximum number of colliders that may be added to the CollisionLevelStateBase at any one time. | |
static bool | has_max_colliders () |
Returns true if there is any the maximum number of colliders that may be added to the CollisionLevelStateBase at any one time. | |
Friends | |
class | CollisionTraverser |
This is the state information the CollisionTraverser retains for each level during traversal.
This is the template class that specifies the CurrentMask type: the type of bitmask that is used to keep track of the set of active colliders for each node.
Definition at line 37 of file collisionLevelState.h.
CollisionLevelState< MaskType >::CollisionLevelState | ( | const CollisionLevelState< MaskType > & | parent, |
PandaNode * | child | ||
) | [inline] |
This constructor goes to the next child node in the traversal.
Definition at line 39 of file collisionLevelState.I.
bool CollisionLevelState< MaskType >::any_in_bounds | ( | ) |
Checks the bounding volume of the current node against each of our colliders.
Eliminates from the current collider list any that are outside of the bounding volume. Returns true if any colliders remain, false if all of them fall outside this node's bounding volume.
Definition at line 121 of file collisionLevelState.I.
References GeometricBoundingVolume::contains(), CollisionNode::get_from_collide_mask(), CollisionTraverser::get_num_colliders(), and CollisionTraverser::has_collider().
bool CollisionLevelState< MaskType >::apply_transform | ( | ) |
Applies the inverse transform from the current node, if any, onto all the colliders in the level state.
Returns true if the inverse transform is valid, or false if it is not valid (e.g. the transform has a scale to zero). If the inverse transform is not valid, the caller should not visit this node.
Definition at line 240 of file collisionLevelState.I.
References CollisionTraverser::get_num_colliders(), CollisionTraverser::has_collider(), and TransformState::is_identity().
int CollisionLevelState< MaskType >::get_max_colliders | ( | ) | [inline, static] |
Returns the maximum number of colliders that may be added to the CollisionLevelStateBase at any one time.
Definition at line 325 of file collisionLevelState.I.
bool CollisionLevelState< MaskType >::has_collider | ( | int | n | ) | const [inline] |
Returns true if the nth collider in the LevelState is still part of the level.
Definition at line 339 of file collisionLevelState.I.
bool CollisionLevelState< MaskType >::has_max_colliders | ( | ) | [inline, static] |
Returns true if there is any the maximum number of colliders that may be added to the CollisionLevelStateBase at any one time.
Definition at line 311 of file collisionLevelState.I.
void CollisionLevelState< MaskType >::prepare_collider | ( | const ColliderDef & | def, |
const NodePath & | root | ||
) | [inline] |
Adds the indicated Collider to the set of Colliders in the current level state.
Reimplemented from CollisionLevelStateBase.
Definition at line 98 of file collisionLevelState.I.
References CollisionLevelStateBase::prepare_collider().