historical/toontown-classic.git/panda/include/animControl.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file animControl.h
* @author drose
* @date 1999-02-19
*/
#ifndef ANIMCONTROL_H
#define ANIMCONTROL_H
#include "pandabase.h"
#include "animInterface.h"
#include "animBundle.h"
#include "partGroup.h"
#include "bitArray.h"
#include "pandaNode.h"
#include "typedReferenceCount.h"
#include "namable.h"
#include "pmutex.h"
#include "conditionVar.h"
class PartBundle;
class AnimChannelBase;
/**
* Controls the timing of a character animation. An AnimControl object is
* created for each character/bundle binding and manages the state of the
* animation: whether started, stopped, or looping, and the current frame
* number and play rate.
*/
class EXPCL_PANDA_CHAN AnimControl : public TypedReferenceCount, public AnimInterface, public Namable {
public:
AnimControl(const std::string &name, PartBundle *part,
double frame_rate, int num_frames);
AnimControl(const AnimControl &copy) = delete;
void setup_anim(PartBundle *part, AnimBundle *anim, int channel_index,
const BitArray &bound_joints);
void set_bound_joints(const BitArray &bound_joints);
void fail_anim(PartBundle *part);
PUBLISHED:
virtual ~AnimControl();
INLINE bool is_pending() const;
void wait_pending();
INLINE bool has_anim() const;
void set_pending_done_event(const std::string &done_event);
std::string get_pending_done_event() const;
PartBundle *get_part() const;
INLINE AnimBundle *get_anim() const;
INLINE int get_channel_index() const;
INLINE const BitArray &get_bound_joints() const;
INLINE void set_anim_model(PandaNode *model);
INLINE PandaNode *get_anim_model() const;
virtual void output(std::ostream &out) const;
public:
// The following functions aren't really part of the public interface;
// they're just public so we don't have to declare a bunch of friends.
bool channel_has_changed(AnimChannelBase *channel, bool frame_blend_flag) const;
void mark_channels(bool frame_blend_flag);
protected:
virtual void animation_activated();
private:
bool _pending;
std::string _pending_done_event;
Mutex _pending_lock; // protects the above two.
ConditionVar _pending_cvar; // signals when _pending goes true.
// This is a PT(PartGroup) instead of a PT(PartBundle), just because we
// can't include partBundle.h for circular reasons. But it actually keeps a
// pointer to a PartBundle.
const PT(PartGroup) _part;
PT(AnimBundle) _anim;
int _channel_index;
// This is the frame number as of the last call to mark_channels(). In
// frame_blend mode, we also record the fractional part of the frame number.
int _marked_frame;
double _marked_frac;
// This is the bitmask of joints andor sliders from the animation that we
// have actually bound into this AnimControl. See get_bound_joints().
BitArray _bound_joints;
PT(PandaNode) _anim_model;
public:
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedReferenceCount::init_type();
AnimInterface::init_type();
register_type(_type_handle, "AnimControl",
TypedReferenceCount::get_class_type(),
AnimInterface::get_class_type());
}
private:
static TypeHandle _type_handle;
};
INLINE std::ostream &operator << (std::ostream &out, const AnimControl &control);
#include "animControl.I"
#endif