historical/toontown-classic.git/panda/include/nodePath.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 nodePath.h
* @author drose
* @date 2002-02-25
* @author fperazzi, PandaSE
* @date 2010-04-06
* for set_shader_input)
* @author weifengh, PandaSE
* @date 2010-04-30
*/
#ifndef NODEPATH_H
#define NODEPATH_H
#include "pandabase.h"
#include "pandaNode.h"
#include "renderState.h"
#include "transformState.h"
#include "renderModeAttrib.h"
#include "transparencyAttrib.h"
#include "logicOpAttrib.h"
#include "nodePathComponent.h"
#include "pointerTo.h"
#include "referenceCount.h"
#include "pnotify.h"
#include "typedObject.h"
#include "pta_float.h"
#include "pta_double.h"
#include "pta_LMatrix4.h"
#include "pta_LMatrix3.h"
#include "pta_LVecBase4.h"
#include "pta_LVecBase3.h"
#include "pta_LVecBase2.h"
#include "stl_compares.h"
#include "shaderInput.h"
#include "textureCollection.h"
#include "textureStageCollection.h"
class NodePathCollection;
class FindApproxPath;
class FindApproxLevelEntry;
class Light;
class PolylightNode;
class InternalNameCollection;
class Texture;
class TextureStage;
class TextureCollection;
class TextureStageCollection;
class Material;
class MaterialCollection;
class Fog;
class GlobPattern;
class PreparedGraphicsObjects;
class SamplerState;
class Shader;
class ShaderBuffer;
class ShaderInput;
class WeakNodePath;
//
// A NodePath is the fundamental unit of high-level interaction with the scene
// graph. It encapsulates the complete path down to a node from some other
// node, usually the root of the scene graph. This is used to resolve
// ambiguities associated with instancing.
//
// NodePath also contains a number of handy high-level methods for common
// scene-graph manipulations, such as reparenting, and common state changes,
// such as repositioning.
//
// There are also a number of NodePath methods for finding nodes deep within
// the tree by name or by type. These take a path string, which at its
// simplest consists of a series of node names separated by slashes, like a
// directory pathname.
//
// Each component of the path string may optionally consist of one of the
// following special names, instead of a node name:
//
// * -- matches exactly one node, with any name.
// ** -- matches any sequence of zero or more nodes.
// +typename -- matches any node that is or derives from the given type.
// -typename -- matches any node that is the given type exactly.
// =tag -- matches any node that has the indicated tag.
// =tag=value -- matches any node whose tag matches the indicated value.
//
// Furthermore, a node name may itself contain standard filename globbing
// characters, like *, ?, and [a-z], that will be accepted as a partial match.
// (In fact, the '*' special name may be seen as just a special case of this.)
// The globbing characters may not be used with the typename matches or with
// tag matches, but they may be used to match a tag's value in the =tag=value
// syntax.
//
// The special characters "@@", appearing at the beginning of a node name,
// indicate a stashed node. Normally, stashed nodes are not returned by a
// find (but see the special flags, below), but a stashed node may be found if
// it is explicitly named with its leading @@ characters. By extension, "@@*"
// may be used to identify any stashed node.
//
// Examples:
//
// "room//graph" will look for a node named "graph", which is a child of an
// unnamed node, which is a child of a node named "room", which is a child of
// the starting path.
//
// "**/red*" will look for any node anywhere in the tree (below the starting
// path) with a name that begins with "red".
//
// "**/+PartBundleNode/**/head" will look for a node named "head", somewhere
// below a PartBundleNode anywhere in the tree.
//
//
// The search is always potentially ambiguous, even if the special wildcard
// operators are not used, because there may be multiple nodes in the tree
// with the same name. In general, in the case of an ambiguity, the shortest
// path is preferred; when a method (such as extend_by) must choose only only
// one of several possible paths, it will choose the shortest available; on
// the other hand, when a method (such as find_all_matches) is to return all
// of the matching paths, it will sort them so that the shortest paths appear
// first in the output.
//
//
// Special flags. The entire string may optionally be followed by the ";"
// character, followed by one or more of the following special control flags,
// with no intervening spaces or punctuation:
//
// -h Do not return hidden nodes.
// +h Do return hidden nodes.
// -s Do not return stashed nodes unless explicitly referenced with @@.
// +s Return stashed nodes even without any explicit @@ characters.
// -i Node name comparisons are not case insensitive: case must match
// exactly.
// +i Node name comparisons are case insensitive: case is not important.
// This affects matches against the node name only; node type and tag
// strings are always case sensitive.
//
// The default flags are +h-s-i.
//
/**
* NodePath is the fundamental system for disambiguating instances, and also
* provides a higher-level interface for manipulating the scene graph.
*
* A NodePath is a list of connected nodes from the root of the graph to any
* sub-node. Each NodePath therefore uniquely describes one instance of a
* node.
*
* NodePaths themselves are lightweight objects that may easily be copied and
* passed by value. Their data is stored as a series of NodePathComponents
* that are stored on the nodes. Holding a NodePath will keep a reference
* count to all the nodes in the path. However, if any node in the path is
* removed or reparented (perhaps through a different NodePath), the NodePath
* will automatically be updated to reflect the changes.
*/
class EXPCL_PANDA_PGRAPH NodePath {
PUBLISHED:
// This enumeration is returned by get_error_type() for an empty NodePath to
// report the reason it's empty.
enum ErrorType {
ET_ok = 0, // i.e. not empty, or never assigned to anything.
ET_not_found, // returned from a failed find() or similar function.
ET_removed, // remove_node() was previously called on this NodePath.
ET_fail, // general failure return from some function.
};
INLINE NodePath();
INLINE explicit NodePath(const std::string &top_node_name, Thread *current_thread = Thread::get_current_thread());
INLINE explicit NodePath(PandaNode *node, Thread *current_thread = Thread::get_current_thread());
INLINE static NodePath any_path(PandaNode *node, Thread *current_thread = Thread::get_current_thread());
explicit NodePath(const NodePath &parent, PandaNode *child_node,
Thread *current_thread = Thread::get_current_thread());
INLINE NodePath(const NodePath &copy);
INLINE NodePath(NodePath &&from) noexcept;
INLINE void operator = (const NodePath &copy);
INLINE void operator = (NodePath &&from) noexcept;
INLINE void clear();
EXTENSION(NodePath __copy__() const);
EXTENSION(PyObject *__deepcopy__(PyObject *self, PyObject *memo) const);
EXTENSION(PyObject *__reduce__(PyObject *self) const);
EXTENSION(PyObject *__reduce_persist__(PyObject *self, PyObject *pickler) const);
INLINE static NodePath not_found();
INLINE static NodePath removed();
INLINE static NodePath fail();
INLINE static void set_max_search_depth(int max_search_depth);
INLINE static int get_max_search_depth();
// Methods to query a NodePath's contents.
INLINE bool is_empty() const;
operator bool () const;
INLINE bool is_singleton(Thread *current_thread = Thread::get_current_thread()) const;
int get_num_nodes(Thread *current_thread = Thread::get_current_thread()) const;
PandaNode *get_node(int index, Thread *current_thread = Thread::get_current_thread()) const;
MAKE_SEQ(get_nodes, get_num_nodes, get_node);
MAKE_SEQ_PROPERTY(nodes, get_num_nodes, get_node);
NodePath get_ancestor(int index, Thread *current_thread = Thread::get_current_thread()) const;
MAKE_SEQ(get_ancestors, get_num_nodes, get_ancestor);
MAKE_SEQ_PROPERTY(ancestors, get_num_nodes, get_ancestor);
INLINE ErrorType get_error_type() const;
MAKE_PROPERTY(error_type, get_error_type);
INLINE PandaNode *get_top_node(Thread *current_thread = Thread::get_current_thread()) const;
NodePath get_top(Thread *current_thread = Thread::get_current_thread()) const;
INLINE PandaNode *node() const;
INLINE int get_key() const;
INLINE size_t add_hash(size_t hash) const;
INLINE bool is_same_graph(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const;
INLINE bool is_ancestor_of(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const;
INLINE NodePath get_common_ancestor(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const;
// Methods that return collections of NodePaths derived from or related to
// this one.
NodePathCollection get_children(Thread *current_thread = Thread::get_current_thread()) const;
INLINE int get_num_children(Thread *current_thread = Thread::get_current_thread()) const;
INLINE NodePath get_child(int n, Thread *current_thread = Thread::get_current_thread()) const;
NodePathCollection get_stashed_children(Thread *current_thread = Thread::get_current_thread()) const;
MAKE_PROPERTY(children, get_children);
MAKE_PROPERTY(stashed_children, get_stashed_children);
INLINE int count_num_descendants() const;
INLINE bool has_parent(Thread *current_thread = Thread::get_current_thread()) const;
INLINE NodePath get_parent(Thread *current_thread = Thread::get_current_thread()) const;
int get_sort(Thread *current_thread = Thread::get_current_thread()) const;
MAKE_PROPERTY2(parent, has_parent, get_parent);
MAKE_PROPERTY(sort, get_sort);
NodePath find(const std::string &path) const;
NodePath find_path_to(PandaNode *node) const;
NodePathCollection find_all_matches(const std::string &path) const;
NodePathCollection find_all_paths_to(PandaNode *node) const;
// Methods that actually move nodes around in the scene graph. The optional
// "sort" parameter can be used to force a particular ordering between
// sibling nodes, useful when dealing with LOD's and similar switch nodes.
// If the sort value is the same, nodes will be arranged in the order they
// were added.
void reparent_to(const NodePath &other, int sort = 0,
Thread *current_thread = Thread::get_current_thread());
void stash_to(const NodePath &other, int sort = 0,
Thread *current_thread = Thread::get_current_thread());
void wrt_reparent_to(const NodePath &other, int sort = 0,
Thread *current_thread = Thread::get_current_thread());
NodePath instance_to(const NodePath &other, int sort = 0,
Thread *current_thread = Thread::get_current_thread()) const;
NodePath instance_under_node(const NodePath &other, const std::string &name,
int sort = 0,
Thread *current_thread = Thread::get_current_thread()) const;
NodePath copy_to(const NodePath &other, int sort = 0,
Thread *current_thread = Thread::get_current_thread()) const;
NodePath attach_new_node(PandaNode *node, int sort = 0,
Thread *current_thread = Thread::get_current_thread()) const;
INLINE NodePath attach_new_node(const std::string &name, int sort = 0,
Thread *current_thread = Thread::get_current_thread()) const;
void remove_node(Thread *current_thread = Thread::get_current_thread());
void detach_node(Thread *current_thread = Thread::get_current_thread());
// Handy ways to look at what's there, and other miscellaneous operations.
void output(std::ostream &out) const;
INLINE void ls() const;
INLINE void ls(std::ostream &out, int indent_level = 0) const;
INLINE void reverse_ls() const;
int reverse_ls(std::ostream &out, int indent_level = 0) const;
// Aggregate transform and state information.
const RenderState *get_state(Thread *current_thread = Thread::get_current_thread()) const;
INLINE void set_state(const RenderState *state, Thread *current_thread = Thread::get_current_thread());
CPT(RenderState) get_state(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const;
void set_state(const NodePath &other, const RenderState *state, Thread *current_thread = Thread::get_current_thread());
INLINE CPT(RenderState) get_net_state(Thread *current_thread = Thread::get_current_thread()) const;
INLINE void set_attrib(const RenderAttrib *attrib, int priority = 0);
INLINE const RenderAttrib *get_attrib(TypeHandle type) const;
INLINE bool has_attrib(TypeHandle type) const;
INLINE void clear_attrib(TypeHandle type);
INLINE void set_effect(const RenderEffect *effect);
INLINE const RenderEffect *get_effect(TypeHandle type) const;
INLINE bool has_effect(TypeHandle type) const;
INLINE void clear_effect(TypeHandle type);
INLINE void set_effects(const RenderEffects *effects);
INLINE const RenderEffects *get_effects() const;
INLINE void clear_effects();
const TransformState *get_transform(Thread *current_thread = Thread::get_current_thread()) const;
INLINE void clear_transform(Thread *current_thread = Thread::get_current_thread());
INLINE void set_transform(const TransformState *transform, Thread *current_thread = Thread::get_current_thread());
CPT(TransformState) get_transform(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const;
INLINE void clear_transform(const NodePath &other, Thread *current_thread = Thread::get_current_thread());
void set_transform(const NodePath &other, const TransformState *transform, Thread *current_thread = Thread::get_current_thread());
INLINE CPT(TransformState) get_net_transform(Thread *current_thread = Thread::get_current_thread()) const;
const TransformState *get_prev_transform(Thread *current_thread = Thread::get_current_thread()) const;
INLINE void set_prev_transform(const TransformState *transform, Thread *current_thread = Thread::get_current_thread());
CPT(TransformState) get_prev_transform(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const;
void set_prev_transform(const NodePath &other, const TransformState *transform, Thread *current_thread = Thread::get_current_thread());
INLINE CPT(TransformState) get_net_prev_transform(Thread *current_thread = Thread::get_current_thread()) const;
// Methods that get and set the matrix transform: pos, hpr, scale, in the
// local coordinate system.
INLINE void set_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void set_pos(const LVecBase3 &pos);
void set_x(PN_stdfloat x);
void set_y(PN_stdfloat y);
void set_z(PN_stdfloat z);
INLINE void set_fluid_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void set_fluid_pos(const LVecBase3 &pos);
void set_fluid_x(PN_stdfloat x);
void set_fluid_y(PN_stdfloat y);
void set_fluid_z(PN_stdfloat z);
LPoint3 get_pos() const;
INLINE PN_stdfloat get_x() const;
INLINE PN_stdfloat get_y() const;
INLINE PN_stdfloat get_z() const;
LVector3 get_pos_delta() const;
INLINE void set_hpr(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r);
void set_hpr(const LVecBase3 &hpr);
void set_h(PN_stdfloat h);
void set_p(PN_stdfloat p);
void set_r(PN_stdfloat r);
LVecBase3 get_hpr() const;
INLINE PN_stdfloat get_h() const;
INLINE PN_stdfloat get_p() const;
INLINE PN_stdfloat get_r() const;
void set_quat(const LQuaternion &quat);
LQuaternion get_quat() const;
INLINE void set_scale(PN_stdfloat scale);
INLINE void set_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz);
void set_scale(const LVecBase3 &scale);
void set_sx(PN_stdfloat sx);
void set_sy(PN_stdfloat sy);
void set_sz(PN_stdfloat sz);
LVecBase3 get_scale() const;
INLINE PN_stdfloat get_sx() const;
INLINE PN_stdfloat get_sy() const;
INLINE PN_stdfloat get_sz() const;
INLINE void set_shear(PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz);
void set_shear(const LVecBase3 &shear);
void set_shxy(PN_stdfloat shxy);
void set_shxz(PN_stdfloat shxz);
void set_shyz(PN_stdfloat shyz);
LVecBase3 get_shear() const;
INLINE PN_stdfloat get_shxy() const;
INLINE PN_stdfloat get_shxz() const;
INLINE PN_stdfloat get_shyz() const;
INLINE void set_pos_hpr(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r);
void set_pos_hpr(const LVecBase3 &pos,
const LVecBase3 &hpr);
void set_pos_quat(const LVecBase3 &pos,
const LQuaternion &quat);
INLINE void set_hpr_scale(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r,
PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz);
void set_hpr_scale(const LVecBase3 &hpr,
const LVecBase3 &scale);
void set_quat_scale(const LQuaternion &quat,
const LVecBase3 &scale);
INLINE void set_pos_hpr_scale(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r,
PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz);
void set_pos_hpr_scale(const LVecBase3 &pos,
const LVecBase3 &hpr,
const LVecBase3 &scale);
void set_pos_quat_scale(const LVecBase3 &pos,
const LQuaternion &quat,
const LVecBase3 &scale);
void set_pos_hpr_scale_shear(const LVecBase3 &pos,
const LVecBase3 &hpr,
const LVecBase3 &scale,
const LVecBase3 &shear);
void set_pos_quat_scale_shear(const LVecBase3 &pos,
const LQuaternion &quat,
const LVecBase3 &scale,
const LVecBase3 &shear);
void set_mat(const LMatrix4 &mat);
INLINE void clear_mat();
INLINE bool has_mat() const;
INLINE const LMatrix4 &get_mat() const;
INLINE void look_at(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void look_at(const LPoint3 &point, const LVector3 &up = LVector3::up());
INLINE void heads_up(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void heads_up(const LPoint3 &point, const LVector3 &up = LVector3::up());
// Methods that get and set the matrix transforms relative to some other
// node in the scene graph. These perform an implicit wrt().
INLINE void set_pos(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void set_pos(const NodePath &other, const LVecBase3 &pos);
void set_x(const NodePath &other, PN_stdfloat x);
void set_y(const NodePath &other, PN_stdfloat y);
void set_z(const NodePath &other, PN_stdfloat z);
INLINE void set_fluid_pos(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void set_fluid_pos(const NodePath &other, const LVecBase3 &pos);
void set_fluid_x(const NodePath &other, PN_stdfloat x);
void set_fluid_y(const NodePath &other, PN_stdfloat y);
void set_fluid_z(const NodePath &other, PN_stdfloat z);
LPoint3 get_pos(const NodePath &other) const;
INLINE PN_stdfloat get_x(const NodePath &other) const;
INLINE PN_stdfloat get_y(const NodePath &other) const;
INLINE PN_stdfloat get_z(const NodePath &other) const;
LVector3 get_pos_delta(const NodePath &other) const;
INLINE void set_hpr(const NodePath &other, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r);
void set_hpr(const NodePath &other, const LVecBase3 &hpr);
void set_h(const NodePath &other, PN_stdfloat h);
void set_p(const NodePath &other, PN_stdfloat p);
void set_r(const NodePath &other, PN_stdfloat r);
LVecBase3 get_hpr(const NodePath &other) const;
INLINE PN_stdfloat get_h(const NodePath &other) const;
INLINE PN_stdfloat get_p(const NodePath &other) const;
INLINE PN_stdfloat get_r(const NodePath &other) const;
void set_quat(const NodePath &other, const LQuaternion &quat);
LQuaternion get_quat(const NodePath &other) const;
INLINE void set_scale(const NodePath &other, PN_stdfloat scale);
INLINE void set_scale(const NodePath &other, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz);
void set_scale(const NodePath &other, const LVecBase3 &scale);
void set_sx(const NodePath &other, PN_stdfloat sx);
void set_sy(const NodePath &other, PN_stdfloat sy);
void set_sz(const NodePath &other, PN_stdfloat sz);
LVecBase3 get_scale(const NodePath &other) const;
INLINE PN_stdfloat get_sx(const NodePath &other) const;
INLINE PN_stdfloat get_sy(const NodePath &other) const;
INLINE PN_stdfloat get_sz(const NodePath &other) const;
INLINE void set_shear(const NodePath &other, PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz);
void set_shear(const NodePath &other, const LVecBase3 &shear);
void set_shxy(const NodePath &other, PN_stdfloat shxy);
void set_shxz(const NodePath &other, PN_stdfloat shxz);
void set_shyz(const NodePath &other, PN_stdfloat shyz);
LVecBase3 get_shear(const NodePath &other) const;
INLINE PN_stdfloat get_shxy(const NodePath &other) const;
INLINE PN_stdfloat get_shxz(const NodePath &other) const;
INLINE PN_stdfloat get_shyz(const NodePath &other) const;
INLINE void set_pos_hpr(const NodePath &other,
PN_stdfloat x, PN_stdfloat y, PN_stdfloat z,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r);
void set_pos_hpr(const NodePath &other,
const LVecBase3 &pos,
const LVecBase3 &hpr);
void set_pos_quat(const NodePath &other,
const LVecBase3 &pos,
const LQuaternion &quat);
INLINE void set_hpr_scale(const NodePath &other,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r,
PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz);
void set_hpr_scale(const NodePath &other,
const LVecBase3 &hpr,
const LVecBase3 &scale);
void set_quat_scale(const NodePath &other,
const LQuaternion &quat,
const LVecBase3 &scale);
INLINE void set_pos_hpr_scale(const NodePath &other,
PN_stdfloat x, PN_stdfloat y, PN_stdfloat z,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r,
PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz);
void set_pos_hpr_scale(const NodePath &other,
const LVecBase3 &pos,
const LVecBase3 &hpr,
const LVecBase3 &scale);
void set_pos_quat_scale(const NodePath &other,
const LVecBase3 &pos,
const LQuaternion &quat,
const LVecBase3 &scale);
void set_pos_hpr_scale_shear(const NodePath &other,
const LVecBase3 &pos,
const LVecBase3 &hpr,
const LVecBase3 &scale,
const LVecBase3 &shear);
void set_pos_quat_scale_shear(const NodePath &other,
const LVecBase3 &pos,
const LQuaternion &quat,
const LVecBase3 &scale,
const LVecBase3 &shear);
LMatrix4 get_mat(const NodePath &other) const;
void set_mat(const NodePath &other, const LMatrix4 &mat);
LPoint3 get_relative_point(const NodePath &other, const LVecBase3 &point) const;
LVector3 get_relative_vector(const NodePath &other, const LVecBase3 &vec) const;
INLINE void look_at(const NodePath &other,
PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void look_at(const NodePath &other,
const LPoint3 &point = LPoint3(0.0, 0.0, 0.0),
const LVector3 &up = LVector3::up());
INLINE void heads_up(const NodePath &other,
PN_stdfloat x, PN_stdfloat y, PN_stdfloat z);
void heads_up(const NodePath &other,
const LPoint3 &point = LPoint3(0.0, 0.0, 0.0),
const LVector3 &up = LVector3::up());
INLINE PN_stdfloat get_distance(const NodePath &other) const;
// Methods that affect appearance of geometry: color, texture, etc. These
// affect the state at the bottom level only.
void set_color(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a = 1.0,
int priority = 0);
void set_color(const LColor &color, int priority = 0);
void set_color_off(int priority = 0);
void clear_color();
bool has_color() const;
LColor get_color() const;
bool has_color_scale() const;
void clear_color_scale();
void set_color_scale(const LVecBase4 &scale,
int priority = 0);
INLINE void set_color_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz, PN_stdfloat sa,
int priority = 0);
void compose_color_scale(const LVecBase4 &scale,
int priority = 0);
INLINE void compose_color_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz, PN_stdfloat sa,
int priority = 0);
void set_color_scale_off(int priority = 0);
void set_alpha_scale(PN_stdfloat scale, int priority = 0);
void set_all_color_scale(PN_stdfloat scale, int priority = 0);
INLINE void set_sr(PN_stdfloat sr);
INLINE void set_sg(PN_stdfloat sg);
INLINE void set_sb(PN_stdfloat sb);
INLINE void set_sa(PN_stdfloat sa);
const LVecBase4 &get_color_scale() const;
INLINE PN_stdfloat get_sr() const;
INLINE PN_stdfloat get_sg() const;
INLINE PN_stdfloat get_sb() const;
INLINE PN_stdfloat get_sa() const;
void set_light(const NodePath &light, int priority = 0);
void set_light_off(int priority = 0);
void set_light_off(const NodePath &light, int priority = 0);
void clear_light();
void clear_light(const NodePath &light);
bool has_light(const NodePath &light) const;
bool has_light_off() const;
bool has_light_off(const NodePath &light) const;
void set_clip_plane(const NodePath &clip_plane, int priority = 0);
void set_clip_plane_off(int priority = 0);
void set_clip_plane_off(const NodePath &clip_plane, int priority = 0);
void clear_clip_plane();
void clear_clip_plane(const NodePath &clip_plane);
bool has_clip_plane(const NodePath &clip_plane) const;
bool has_clip_plane_off() const;
bool has_clip_plane_off(const NodePath &clip_plane) const;
void set_scissor(PN_stdfloat left, PN_stdfloat right, PN_stdfloat bottom, PN_stdfloat top);
void set_scissor(const LPoint3 &a, const LPoint3 &b);
void set_scissor(const LPoint3 &a, const LPoint3 &b,
const LPoint3 &c, const LPoint3 &d);
void set_scissor(const NodePath &other,
const LPoint3 &a, const LPoint3 &b);
void set_scissor(const NodePath &other,
const LPoint3 &a, const LPoint3 &b,
const LPoint3 &c, const LPoint3 &d);
void clear_scissor();
bool has_scissor() const;
void set_occluder(const NodePath &occluder);
void clear_occluder();
void clear_occluder(const NodePath &occluder);
bool has_occluder(const NodePath &occluder) const;
void set_bin(const std::string &bin_name, int draw_order, int priority = 0);
void clear_bin();
bool has_bin() const;
std::string get_bin_name() const;
int get_bin_draw_order() const;
void set_texture(Texture *tex, int priority = 0);
void set_texture(TextureStage *stage, Texture *tex, int priority = 0);
void set_texture(Texture *tex, const SamplerState &sampler, int priority = 0);
void set_texture(TextureStage *stage, Texture *tex, const SamplerState &sampler, int priority = 0);
void set_texture_off(int priority = 0);
void set_texture_off(TextureStage *stage, int priority = 0);
void clear_texture();
void clear_texture(TextureStage *stage);
bool has_texture() const;
bool has_texture(TextureStage *stage) const;
bool has_texture_off() const;
bool has_texture_off(TextureStage *stage) const;
Texture *get_texture() const;
Texture *get_texture(TextureStage *stage) const;
const SamplerState &get_texture_sampler() const;
const SamplerState &get_texture_sampler(TextureStage *stage) const;
void set_shader(const Shader *sha, int priority = 0);
void set_shader_off(int priority = 0);
void set_shader_auto(int priority = 0);
void set_shader_auto(BitMask32 shader_switch, int priority=0);
void clear_shader();
void set_shader_input(const ShaderInput &input);
void set_shader_input(ShaderInput &&input);
INLINE void set_shader_input(CPT_InternalName id, Texture *tex, const SamplerState &sampler, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, Texture *tex, bool read, bool write, int z=-1, int n=0, int priority=0);
public:
INLINE void set_shader_input(CPT_InternalName id, Texture *tex, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, ShaderBuffer *buf, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const NodePath &np, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_float &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_double &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_int &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LVecBase4 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LVecBase3 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LVecBase2 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LMatrix4 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LMatrix3 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LVecBase4 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LVecBase3 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LVecBase2 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LMatrix4 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LMatrix3 &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LVecBase4i &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LVecBase3i &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const PTA_LVecBase2i &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LVecBase4i &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LVecBase3i &v, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, const LVecBase2i &v, int priority=0);
PUBLISHED:
INLINE void set_shader_input(CPT_InternalName id, int n1, int n2, int n3=0,
int n4=0, int priority=0);
INLINE void set_shader_input(CPT_InternalName id, PN_stdfloat n1, PN_stdfloat n2,
PN_stdfloat n3=0, PN_stdfloat n4=0, int priority=0);
EXTENSION(void set_shader_input(CPT_InternalName, PyObject *, int priority=0));
EXTENSION(void set_shader_inputs(PyObject *args, PyObject *kwargs));
void clear_shader_input(CPT_InternalName id);
void set_instance_count(int instance_count);
const Shader *get_shader() const;
ShaderInput get_shader_input(CPT_InternalName id) const;
int get_instance_count() const;
void set_tex_transform(TextureStage *stage, const TransformState *transform);
void clear_tex_transform();
void clear_tex_transform(TextureStage *stage);
bool has_tex_transform(TextureStage *stage) const;
CPT(TransformState) get_tex_transform(TextureStage *stage) const;
INLINE void set_tex_offset(TextureStage *stage, PN_stdfloat u, PN_stdfloat v);
INLINE void set_tex_offset(TextureStage *stage, const LVecBase2 &uv);
INLINE void set_tex_rotate(TextureStage *stage, PN_stdfloat r);
INLINE void set_tex_scale(TextureStage *stage, PN_stdfloat scale);
INLINE void set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv);
INLINE void set_tex_scale(TextureStage *stage, const LVecBase2 &scale);
INLINE LVecBase2 get_tex_offset(TextureStage *stage) const;
INLINE PN_stdfloat get_tex_rotate(TextureStage *stage) const;
INLINE LVecBase2 get_tex_scale(TextureStage *stage) const;
INLINE void set_tex_pos(TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w);
INLINE void set_tex_pos(TextureStage *stage, const LVecBase3 &uvw);
INLINE void set_tex_hpr(TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r);
INLINE void set_tex_hpr(TextureStage *stage, const LVecBase3 &hpr);
INLINE void set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw);
INLINE void set_tex_scale(TextureStage *stage, const LVecBase3 &scale);
INLINE LVecBase3 get_tex_pos(TextureStage *stage) const;
INLINE LVecBase3 get_tex_hpr(TextureStage *stage) const;
INLINE LVecBase3 get_tex_scale_3d(TextureStage *stage) const;
void set_tex_transform(const NodePath &other, TextureStage *stage, const TransformState *transform);
CPT(TransformState) get_tex_transform(const NodePath &other, TextureStage *stage) const;
INLINE void set_tex_offset(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v);
INLINE void set_tex_offset(const NodePath &other, TextureStage *stage, const LVecBase2 &uv);
INLINE void set_tex_rotate(const NodePath &other, TextureStage *stage, PN_stdfloat r);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat scale);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase2 &scale);
INLINE LVecBase2 get_tex_offset(const NodePath &other, TextureStage *stage) const;
INLINE PN_stdfloat get_tex_rotate(const NodePath &other, TextureStage *stage) const;
INLINE LVecBase2 get_tex_scale(const NodePath &other, TextureStage *stage) const;
INLINE void set_tex_pos(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w);
INLINE void set_tex_pos(const NodePath &other, TextureStage *stage, const LVecBase3 &uvw);
INLINE void set_tex_hpr(const NodePath &other, TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r);
INLINE void set_tex_hpr(const NodePath &other, TextureStage *stage, const LVecBase3 &hpr);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase3 &scale);
INLINE LVecBase3 get_tex_pos(const NodePath &other, TextureStage *stage) const;
INLINE LVecBase3 get_tex_hpr(const NodePath &other, TextureStage *stage) const;
INLINE LVecBase3 get_tex_scale_3d(const NodePath &other, TextureStage *stage) const;
void set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, int priority = 0);
void set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode,
const LTexCoord3 &constant_value,
int priority = 0);
void clear_tex_gen();
void clear_tex_gen(TextureStage *stage);
bool has_tex_gen(TextureStage *stage) const;
RenderAttrib::TexGenMode get_tex_gen(TextureStage *stage) const;
void set_tex_projector(TextureStage *stage, const NodePath &from, const NodePath &to,
int lens_index = 0);
void clear_tex_projector(TextureStage *stage);
void clear_tex_projector();
bool has_tex_projector(TextureStage *stage) const;
NodePath get_tex_projector_from(TextureStage *stage) const;
NodePath get_tex_projector_to(TextureStage *stage) const;
void project_texture(TextureStage *stage, Texture *tex, const NodePath &projector);
INLINE void clear_project_texture(TextureStage *stage);
INLINE bool has_texcoord(const std::string &texcoord_name) const;
bool has_vertex_column(const InternalName *name) const;
InternalNameCollection find_all_vertex_columns() const;
InternalNameCollection find_all_vertex_columns(const std::string &name) const;
InternalNameCollection find_all_texcoords() const;
InternalNameCollection find_all_texcoords(const std::string &name) const;
Texture *find_texture(const std::string &name) const;
Texture *find_texture(TextureStage *stage) const;
TextureCollection find_all_textures() const;
TextureCollection find_all_textures(const std::string &name) const;
TextureCollection find_all_textures(TextureStage *stage) const;
TextureStage *find_texture_stage(const std::string &name) const;
TextureStageCollection find_all_texture_stages() const;
TextureStageCollection find_all_texture_stages(const std::string &name) const;
void unify_texture_stages(TextureStage *stage);
Material *find_material(const std::string &name) const;
MaterialCollection find_all_materials() const;
MaterialCollection find_all_materials(const std::string &name) const;
void set_material(Material *tex, int priority = 0);
void set_material_off(int priority = 0);
void clear_material();
bool has_material() const;
PT(Material) get_material() const;
void replace_material(Material *mat, Material *new_mat);
void set_fog(Fog *fog, int priority = 0);
void set_fog_off(int priority = 0);
void clear_fog();
bool has_fog() const;
bool has_fog_off() const;
Fog *get_fog() const;
void set_render_mode_wireframe(int priority = 0);
void set_render_mode_filled(int priority = 0);
void set_render_mode_filled_wireframe(const LColor &wireframe_color, int priority = 0);
void set_render_mode_thickness(PN_stdfloat thickness, int priority = 0);
void set_render_mode_perspective(bool perspective, int priority = 0);
void set_render_mode(RenderModeAttrib::Mode mode, PN_stdfloat thickness, int priority = 0);
void clear_render_mode();
bool has_render_mode() const;
RenderModeAttrib::Mode get_render_mode() const;
PN_stdfloat get_render_mode_thickness() const;
bool get_render_mode_perspective() const;
void set_two_sided(bool two_sided, int priority = 0);
void clear_two_sided();
bool has_two_sided() const;
bool get_two_sided() const;
void set_depth_test(bool depth_test, int priority = 0);
void clear_depth_test();
bool has_depth_test() const;
bool get_depth_test() const;
void set_depth_write(bool depth_write, int priority = 0);
void clear_depth_write();
bool has_depth_write() const;
bool get_depth_write() const;
void set_depth_offset(int bias, int priority = 0);
void clear_depth_offset();
bool has_depth_offset() const;
int get_depth_offset() const;
void do_billboard_axis(const NodePath &camera, PN_stdfloat offset);
void do_billboard_point_eye(const NodePath &camera, PN_stdfloat offset);
void do_billboard_point_world(const NodePath &camera, PN_stdfloat offset);
INLINE void set_billboard_axis(PN_stdfloat offset = 0.0);
INLINE void set_billboard_point_eye(PN_stdfloat offset = 0.0, bool fixed_depth = false);
INLINE void set_billboard_point_world(PN_stdfloat offset = 0.0);
void set_billboard_axis(const NodePath &camera, PN_stdfloat offset);
void set_billboard_point_eye(const NodePath &camera, PN_stdfloat offset, bool fixed_depth = false);
void set_billboard_point_world(const NodePath &camera, PN_stdfloat offset);
void clear_billboard();
bool has_billboard() const;
void set_compass(const NodePath &reference = NodePath());
void clear_compass();
bool has_compass() const;
void set_transparency(TransparencyAttrib::Mode mode, int priority = 0);
void clear_transparency();
bool has_transparency() const;
TransparencyAttrib::Mode get_transparency() const;
void set_logic_op(LogicOpAttrib::Operation op, int priority = 0);
void clear_logic_op();
bool has_logic_op() const;
LogicOpAttrib::Operation get_logic_op() const;
void set_antialias(unsigned short mode, int priority = 0);
void clear_antialias();
bool has_antialias() const;
unsigned short get_antialias() const;
bool has_audio_volume() const;
void clear_audio_volume();
void set_audio_volume(PN_stdfloat volume,
int priority = 0);
void set_audio_volume_off(int priority = 0);
PN_stdfloat get_audio_volume() const;
PN_stdfloat get_net_audio_volume() const;
INLINE void adjust_all_priorities(int adjustment);
// Variants on show and hide
INLINE void show();
INLINE void show(DrawMask camera_mask);
INLINE void show_through();
INLINE void show_through(DrawMask camera_mask);
INLINE void hide();
INLINE void hide(DrawMask camera_mask);
INLINE bool is_hidden(DrawMask camera_mask = PandaNode::get_overall_bit()) const;
NodePath get_hidden_ancestor(DrawMask camera_mask = PandaNode::get_overall_bit(),
Thread *current_thread = Thread::get_current_thread()) const;
void stash(int sort = 0, Thread *current_thread = Thread::get_current_thread());
void unstash(int sort = 0, Thread *current_thread = Thread::get_current_thread());
void unstash_all(Thread *current_thread = Thread::get_current_thread());
INLINE bool is_stashed() const;
NodePath get_stashed_ancestor(Thread *current_thread = Thread::get_current_thread()) const;
INLINE CollideMask get_collide_mask() const;
INLINE void set_collide_mask(CollideMask new_mask, CollideMask bits_to_change = CollideMask::all_on(),
TypeHandle node_type = TypeHandle::none());
// Comparison methods
INLINE bool operator == (const NodePath &other) const;
INLINE bool operator != (const NodePath &other) const;
INLINE bool operator < (const NodePath &other) const;
INLINE int compare_to(const NodePath &other) const;
bool operator == (const WeakNodePath &other) const;
bool operator != (const WeakNodePath &other) const;
bool operator < (const WeakNodePath &other) const;
int compare_to(const WeakNodePath &other) const;
// Miscellaneous
bool verify_complete(Thread *current_thread = Thread::get_current_thread()) const;
void premunge_scene(GraphicsStateGuardianBase *gsg = nullptr);
void prepare_scene(GraphicsStateGuardianBase *gsg);
void show_bounds();
void show_tight_bounds();
void hide_bounds();
PT(BoundingVolume) get_bounds(Thread *current_thread = Thread::get_current_thread()) const;
void force_recompute_bounds();
void write_bounds(std::ostream &out) const;
bool calc_tight_bounds(LPoint3 &min_point, LPoint3 &max_point,
const NodePath &other = NodePath(),
Thread *current_thread = Thread::get_current_thread()) const;
EXTENSION(PyObject *get_tight_bounds(const NodePath &other = NodePath()) const);
// void analyze() const;
int flatten_light();
int flatten_medium();
int flatten_strong();
void apply_texture_colors();
INLINE int clear_model_nodes();
INLINE void set_tag(const std::string &key, const std::string &value);
INLINE std::string get_tag(const std::string &key) const;
INLINE void get_tag_keys(vector_string &keys) const;
INLINE bool has_tag(const std::string &key) const;
INLINE void clear_tag(const std::string &key);
INLINE std::string get_net_tag(const std::string &key) const;
INLINE bool has_net_tag(const std::string &key) const;
NodePath find_net_tag(const std::string &key) const;
MAKE_MAP_PROPERTY(net_tags, has_net_tag, get_net_tag);
EXTENSION(INLINE PyObject *get_tags() const);
EXTENSION(INLINE PyObject *get_tag_keys() const);
MAKE_PROPERTY(tags, get_tags);
EXTENSION(PyObject *get_python_tags());
EXTENSION(INLINE void set_python_tag(PyObject *keys, PyObject *value));
EXTENSION(INLINE PyObject *get_python_tag(PyObject *keys) const);
EXTENSION(INLINE PyObject *get_python_tag_keys() const);
EXTENSION(INLINE bool has_python_tag(PyObject *keys) const);
EXTENSION(INLINE void clear_python_tag(PyObject *keys));
EXTENSION(INLINE PyObject *get_net_python_tag(PyObject *keys) const);
EXTENSION(INLINE bool has_net_python_tag(PyObject *keys) const);
EXTENSION(NodePath find_net_python_tag(PyObject *keys) const);
MAKE_PROPERTY(python_tags, get_python_tags);
EXTENSION(int __traverse__(visitproc visit, void *arg));
INLINE void list_tags() const;
INLINE void set_name(const std::string &name);
INLINE std::string get_name() const;
MAKE_PROPERTY(name, get_name, set_name);
BLOCKING bool write_bam_file(const Filename &filename) const;
BLOCKING bool write_bam_stream(std::ostream &out) const;
INLINE vector_uchar encode_to_bam_stream() const;
bool encode_to_bam_stream(vector_uchar &data, BamWriter *writer = nullptr) const;
static NodePath decode_from_bam_stream(vector_uchar data, BamReader *reader = nullptr);
private:
static NodePathComponent *
find_common_ancestor(const NodePath &a, const NodePath &b,
int &a_count, int &b_count,
Thread *current_thread);
CPT(RenderState) r_get_net_state(NodePathComponent *comp,
Thread *current_thread) const;
CPT(RenderState) r_get_partial_state(NodePathComponent *comp, int n,
Thread *current_thread) const;
CPT(TransformState) r_get_net_transform(NodePathComponent *comp,
Thread *current_thread) const;
CPT(TransformState) r_get_partial_transform(NodePathComponent *comp, int n,
Thread *current_thread) const;
CPT(TransformState) r_get_net_prev_transform(NodePathComponent *comp,
Thread *current_thread) const;
CPT(TransformState) r_get_partial_prev_transform(NodePathComponent *comp,
int n, Thread *current_thread) const;
void find_matches(NodePathCollection &result,
const std::string &approx_path_str,
int max_matches) const;
void find_matches(NodePathCollection &result,
FindApproxPath &approx_path,
int max_matches) const;
void find_matches(NodePathCollection &result,
FindApproxLevelEntry *level,
int max_matches) const;
int r_clear_model_nodes(PandaNode *node);
void r_adjust_all_priorities(PandaNode *node, int adjustment);
void r_force_recompute_bounds(PandaNode *node);
void r_set_collide_mask(PandaNode *node,
CollideMask and_mask, CollideMask or_mask,
TypeHandle node_type);
typedef phash_set<const InternalName *, pointer_hash> InternalNames;
bool r_has_vertex_column(PandaNode *node, const InternalName *name) const;
void r_find_all_vertex_columns(PandaNode *node,
InternalNames &vertex_columns) const;
typedef phash_set<Texture *, pointer_hash> Textures;
Texture *r_find_texture(PandaNode *node, const RenderState *state,
const GlobPattern &glob) const;
void r_find_all_textures(PandaNode *node, const RenderState *state,
Textures &textures) const;
Texture *r_find_texture(PandaNode *node, TextureStage *stage) const;
void r_find_all_textures(PandaNode *node, TextureStage *stage,
Textures &textures) const;
typedef phash_set<TextureStage *, pointer_hash> TextureStages;
TextureStage *r_find_texture_stage(PandaNode *node, const RenderState *state,
const GlobPattern &glob) const;
void r_find_all_texture_stages(PandaNode *node, const RenderState *state,
TextureStages &texture_stages) const;
void r_unify_texture_stages(PandaNode *node, TextureStage *stage);
typedef phash_set<Material *, pointer_hash> Materials;
Material *r_find_material(PandaNode *node, const RenderState *state,
const GlobPattern &glob) const;
void r_find_all_materials(PandaNode *node, const RenderState *state,
Materials &materials) const;
static void r_replace_material(PandaNode *node, Material *mat,
const MaterialAttrib *new_attrib);
PT(NodePathComponent) _head;
int _backup_key;
ErrorType _error_type;
static int _max_search_depth;
static PStatCollector _get_transform_pcollector;
static PStatCollector _verify_complete_pcollector;
public:
void write_datagram(BamWriter *manager, Datagram &dg) const;
int complete_pointers(TypedWritable **plist, BamReader *manager);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
register_type(_type_handle, "NodePath");
}
private:
static TypeHandle _type_handle;
friend class NodePathCollection;
friend class WorkingNodePath;
friend class WeakNodePath;
friend class CullTraverserData;
};
INLINE std::ostream &operator << (std::ostream &out, const NodePath &node_path);
#include "nodePath.I"
#endif