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CollisionLevelState< MaskType > Class Template Reference

This is the state information the CollisionTraverser retains for each level during traversal. More...

#include "collisionLevelState.h"

Inheritance diagram for CollisionLevelState< MaskType >:
CollisionLevelStateBase

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. More...
 
 CollisionLevelState (const CollisionLevelState< MaskType > &copy)
 
bool any_in_bounds ()
 Checks the bounding volume of the current node against each of our colliders. More...
 
bool apply_transform ()
 Applies the inverse transform from the current node, if any, onto all the colliders in the level state. More...
 
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. More...
 
void omit_collider (int n)
 
void operator= (const CollisionLevelState< MaskType > &copy)
 
void prepare_collider (const ColliderDef &def, const NodePath &root)
 Adds the indicated Collider to the set of Colliders in the current level state. More...
 
- Public Member Functions inherited from CollisionLevelStateBase
 CollisionLevelStateBase (const NodePath &node_path)
 
 CollisionLevelStateBase (const CollisionLevelStateBase &parent, PandaNode *child)
 This constructor goes to the next child node in the traversal. More...
 
 CollisionLevelStateBase (const CollisionLevelStateBase &copy)
 
void clear ()
 
const CollisionSolidget_collider (int n) const
 
CollisionNodeget_collider_node (int n) const
 
NodePath get_collider_node_path (int n) const
 
CollideMask get_include_mask () const
 Returns the mask that is applied to the into CollideMask of nodes in the scene graph before testing for bits in common with the from CollideMask of colliders. More...
 
const GeometricBoundingVolumeget_local_bound (int n) const
 Returns the bounding volume of the indicated collider, transformed into the current node's transform space. More...
 
NodePath get_node_path () const
 Returns the NodePath representing the node instance we have traversed to. More...
 
int get_num_colliders () const
 
const GeometricBoundingVolumeget_parent_bound (int n) const
 Returns the bounding volume of the indicated collider, transformed into the previous node's transform space, but not transformed by the current node's transform. More...
 
PandaNodenode () const
 Returns the PandaNode pointer of the node we have traversed to. More...
 
void operator= (const CollisionLevelStateBase &copy)
 
void prepare_collider (const ColliderDef &def, const NodePath &root)
 Adds the indicated Collider to the set of Colliders in the current level state. More...
 
void reserve (int num_colliders)
 Indicates an intention to add the indicated number of colliders to the level state. More...
 
void set_include_mask (CollideMask include_mask)
 Specifies the mask that is applied to the into CollideMask of nodes in the scene graph before testing for bits in common with the from CollideMask of colliders. More...
 

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. More...
 
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. More...
 
- Static Public Member Functions inherited from CollisionLevelStateBase
static TypeHandle get_class_type ()
 
static void init_type ()
 

Friends

class CollisionTraverser
 

Detailed Description

template<class MaskType>
class CollisionLevelState< MaskType >

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 33 of file collisionLevelState.h.

Constructor & Destructor Documentation

◆ CollisionLevelState()

template<class MaskType >
CollisionLevelState< MaskType >::CollisionLevelState ( const CollisionLevelState< MaskType > &  parent,
PandaNode child 
)
inline

This constructor goes to the next child node in the traversal.

Definition at line 33 of file collisionLevelState.I.

Member Function Documentation

◆ any_in_bounds()

template<class MaskType >
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 103 of file collisionLevelState.I.

References indent().

◆ apply_transform()

template<class MaskType >
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 220 of file collisionLevelState.I.

References TransformState::is_identity().

◆ get_max_colliders()

template<class MaskType >
int CollisionLevelState< MaskType >::get_max_colliders ( )
inlinestatic

Returns the maximum number of colliders that may be added to the CollisionLevelStateBase at any one time.

Definition at line 298 of file collisionLevelState.I.

◆ has_collider()

template<class MaskType >
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 310 of file collisionLevelState.I.

◆ has_max_colliders()

template<class MaskType >
bool CollisionLevelState< MaskType >::has_max_colliders ( )
inlinestatic

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 286 of file collisionLevelState.I.

◆ prepare_collider()

template<class MaskType >
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.

Definition at line 84 of file collisionLevelState.I.


The documentation for this class was generated from the following files: