historical/toontown-classic.git/panda/include/eggSaver.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 eggSaver.h
* @author drose
* @date 2012-12-19
*/
#ifndef EGGSAVER_H
#define EGGSAVER_H
#include "pandabase.h"
#include "luse.h"
#include "eggData.h"
#include "eggTextureCollection.h"
#include "eggMaterialCollection.h"
class WorkingNodePath;
class EggGroup;
class EggGroupNode;
class EggVertexPool;
class EggTexture;
class LODNode;
class SequenceNode;
class SwitchNode;
class AnimBundleNode;
class AnimGroup;
class Character;
class PartGroup;
class CollisionNode;
class GeomNode;
class GeomVertexData;
class GeomPrimitive;
class PandaNode;
class RenderState;
class Material;
class Texture;
class CharacterJoint;
class EggVertex;
/**
* Converts the scene graph beginning at the indicated node into an EggData
* structure, for writing to an egg file. The conversion is not necessarily
* complete (some Panda or egg constructs are not fully supported by this
* class).
*/
class EXPCL_PANDA_EGG2PG EggSaver {
PUBLISHED:
EggSaver(EggData *data = nullptr);
void add_node(PandaNode *node);
void add_subgraph(PandaNode *root);
INLINE EggData *get_egg_data() const;
private:
typedef pmap<const CharacterJoint*, pvector<std::pair<EggVertex*,PN_stdfloat> > > CharacterJointMap;
void convert_node(const WorkingNodePath &node_path, EggGroupNode *egg_parent,
bool has_decal, CharacterJointMap *joint_map);
void convert_lod_node(LODNode *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal,
CharacterJointMap *joint_map);
void convert_sequence_node(SequenceNode *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal,
CharacterJointMap *joint_map);
void convert_switch_node(SwitchNode *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal,
CharacterJointMap *joint_map);
EggGroupNode *convert_animGroup_node(AnimGroup *animGroup, double fps );
void convert_anim_node(AnimBundleNode *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal);
void convert_character_node(Character *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal);
void convert_character_bundle(PartGroup *bundleNode, EggGroupNode *egg_parent, CharacterJointMap *jointMap);
void convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal,
CharacterJointMap *joint_map);
void convert_geom_node(GeomNode *node, const WorkingNodePath &node_path,
EggGroupNode *egg_parent, bool has_decal, CharacterJointMap *jointMap=nullptr);
void convert_primitive(const GeomVertexData *vertex_data,
const GeomPrimitive *primitive,
const RenderState *geom_state,
const RenderState *net_state,
const LMatrix4 &net_mat, EggGroupNode *egg_parent,
CharacterJointMap *jointMap);
void recurse_nodes(const WorkingNodePath &node_path, EggGroupNode *egg_parent,
bool has_decal, CharacterJointMap *joint_map);
bool apply_node_properties(EggGroup *egg_group, PandaNode *node, bool allow_backstage = true);
bool apply_state_properties(EggRenderMode *egg_render_mode, const RenderState *state);
bool apply_tags(EggGroup *egg_group, PandaNode *node);
bool apply_tag(EggGroup *egg_group, PandaNode *node, const std::string &tag);
EggMaterial *get_egg_material(Material *tex);
EggTexture *get_egg_texture(Texture *tex);
PT(EggData) _data;
PT(EggVertexPool) _vpool;
EggMaterialCollection _materials;
EggTextureCollection _textures;
};
#include "eggSaver.I"
#endif