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+// Filename: physicsObjectCollection.cxx
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+// Created by: joswilso (12Jul06)
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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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+// [email protected] .
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+//
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+////////////////////////////////////////////////////////////////////
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+
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+#include "physicsObjectCollection.h"
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+
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+#include "indent.h"
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::Constructor
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+PhysicsObjectCollection::
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+PhysicsObjectCollection() {
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::Copy Constructor
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+PhysicsObjectCollection::
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+PhysicsObjectCollection(const PhysicsObjectCollection ©) :
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+ _physics_objects(copy._physics_objects)
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+{
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::Copy Assignment Operator
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+operator = (const PhysicsObjectCollection ©) {
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+ _physics_objects = copy._physics_objects;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::add_physics_object
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+// Access: Published
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+// Description: Adds a new PhysicsObject to the collection.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+add_physics_object(PT(PhysicsObject) physics_object) {
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+ // If the pointer to our internal array is shared by any other
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+ // PhysicsObjectCollections, we have to copy the array now so we won't
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+ // inadvertently modify any of our brethren PhysicsObjectCollection
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+ // objects.
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+
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+ if (_physics_objects.get_ref_count() > 1) {
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+ PhysicsObjects old_physics_objects = _physics_objects;
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+ _physics_objects = PhysicsObjects::empty_array(0);
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+ _physics_objects.v() = old_physics_objects.v();
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+ }
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+
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+ _physics_objects.push_back(physics_object);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::remove_physics_object
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+// Access: Published
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+// Description: Removes the indicated PhysicsObject from the collection.
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+// Returns true if the physics_object was removed, false if it was
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+// not a member of the collection.
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+////////////////////////////////////////////////////////////////////
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+bool PhysicsObjectCollection::
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+remove_physics_object(PT(PhysicsObject) physics_object) {
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+ int object_index = -1;
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+ for (int i = 0; object_index == -1 && i < (int)_physics_objects.size(); i++) {
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+ if (_physics_objects[i] == physics_object) {
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+ object_index = i;
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+ }
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+ }
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+
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+ if (object_index == -1) {
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+ // The indicated physics_object was not a member of the collection.
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+ return false;
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+ }
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+
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+ // If the pointer to our internal array is shared by any other
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+ // PhysicsObjectCollections, we have to copy the array now so we won't
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+ // inadvertently modify any of our brethren PhysicsObjectCollection
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+ // objects.
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+
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+ if (_physics_objects.get_ref_count() > 1) {
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+ PhysicsObjects old_physics_objects = _physics_objects;
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+ _physics_objects = PhysicsObjects::empty_array(0);
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+ _physics_objects.v() = old_physics_objects.v();
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+ }
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+
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+ _physics_objects.erase(_physics_objects.begin() + object_index);
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+ return true;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::add_physics_objects_from
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+// Access: Published
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+// Description: Adds all the PhysicsObjects indicated in the other
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+// collection to this collection. The other
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+// physics_objects are simply appended to the end of
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+// the physics_objects in this list;
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+// duplicates are not automatically removed.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+add_physics_objects_from(const PhysicsObjectCollection &other) {
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+ int other_num_physics_objects = other.get_num_physics_objects();
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+ for (int i = 0; i < other_num_physics_objects; i++) {
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+ add_physics_object(other.get_physics_object(i));
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+ }
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+}
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+
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::remove_physics_objects_from
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+// Access: Published
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+// Description: Removes from this collection all of the PhysicsObjects
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+// listed in the other collection.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+remove_physics_objects_from(const PhysicsObjectCollection &other) {
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+ PhysicsObjects new_physics_objects;
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+ int num_physics_objects = get_num_physics_objects();
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+ for (int i = 0; i < num_physics_objects; i++) {
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+ PT(PhysicsObject) physics_object = get_physics_object(i);
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+ if (!other.has_physics_object(physics_object)) {
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+ new_physics_objects.push_back(physics_object);
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+ }
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+ }
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+ _physics_objects = new_physics_objects;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::remove_duplicate_physics_objects
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+// Access: Published
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+// Description: Removes any duplicate entries of the same PhysicsObjects
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+// on this collection. If a PhysicsObject appears multiple
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+// times, the first appearance is retained; subsequent
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+// appearances are removed.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+remove_duplicate_physics_objects() {
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+ PhysicsObjects new_physics_objects;
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+
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+ int num_physics_objects = get_num_physics_objects();
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+ for (int i = 0; i < num_physics_objects; i++) {
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+ PT(PhysicsObject) physics_object = get_physics_object(i);
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+ bool duplicated = false;
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+
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+ for (int j = 0; j < i && !duplicated; j++) {
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+ duplicated = (physics_object == get_physics_object(j));
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+ }
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+
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+ if (!duplicated) {
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+ new_physics_objects.push_back(physics_object);
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+ }
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+ }
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+
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+ _physics_objects = new_physics_objects;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::has_physics_object
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+// Access: Published
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+// Description: Returns true if the indicated PhysicsObject appears in
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+// this collection, false otherwise.
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+////////////////////////////////////////////////////////////////////
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+bool PhysicsObjectCollection::
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+has_physics_object(PT(PhysicsObject) physics_object) const {
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+ for (int i = 0; i < get_num_physics_objects(); i++) {
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+ if (physics_object == get_physics_object(i)) {
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+ return true;
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+ }
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+ }
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+ return false;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::clear
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+// Access: Published
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+// Description: Removes all PhysicsObjects from the collection.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+clear() {
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+ _physics_objects.clear();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::is_empty
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+// Access: Published
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+// Description: Returns true if there are no PhysicsObjects in the
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+// collection, false otherwise.
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+////////////////////////////////////////////////////////////////////
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+bool PhysicsObjectCollection::
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+is_empty() const {
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+ return _physics_objects.empty();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::get_num_physics_objects
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+// Access: Published
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+// Description: Returns the number of PhysicsObjects in the collection.
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+////////////////////////////////////////////////////////////////////
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+int PhysicsObjectCollection::
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+get_num_physics_objects() const {
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+ return _physics_objects.size();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::get_physics_object
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+// Access: Published
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+// Description: Returns the nth PhysicsObject in the collection.
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+////////////////////////////////////////////////////////////////////
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+PT(PhysicsObject) PhysicsObjectCollection::
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+get_physics_object(int index) const {
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+ nassertr(index >= 0 && index < (int)_physics_objects.size(), PT(PhysicsObject)());
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+
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+ return _physics_objects[index];
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::operator []
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+// Access: Published
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+// Description: Returns the nth PhysicsObject in the collection. This is
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+// the same as get_physics_object(), but it may be a more
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+// convenient way to access it.
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+////////////////////////////////////////////////////////////////////
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+PT(PhysicsObject) PhysicsObjectCollection::
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+operator [] (int index) const {
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+ nassertr(index >= 0 && index < (int)_physics_objects.size(), PT(PhysicsObject)());
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+
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+ return _physics_objects[index];
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::output
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+// Access: Published
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+// Description: Writes a brief one-line description of the
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+// PhysicsObjectCollection to the indicated output stream.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+output(ostream &out) const {
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+ if (get_num_physics_objects() == 1) {
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+ out << "1 PhysicsObject";
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+ } else {
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+ out << get_num_physics_objects() << " PhysicsObjects";
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+ }
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: PhysicsObjectCollection::write
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+// Access: Published
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+// Description: Writes a complete multi-line description of the
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+// PhysicsObjectCollection to the indicated output stream.
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+////////////////////////////////////////////////////////////////////
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+void PhysicsObjectCollection::
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+write(ostream &out, int indent_level) const {
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+ for (int i = 0; i < get_num_physics_objects(); i++) {
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+ indent(out, indent_level) << get_physics_object(i) << "\n";
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+ }
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+}
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+
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