257 lines
8.7 KiB
C
257 lines
8.7 KiB
C
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file partBundle.h
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* @author drose
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* @date 1999-02-22
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*/
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#ifndef PARTBUNDLE_H
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#define PARTBUNDLE_H
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#include "pandabase.h"
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#include "partGroup.h"
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#include "animControl.h"
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#include "partSubset.h"
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#include "animPreloadTable.h"
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#include "pointerTo.h"
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#include "thread.h"
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#include "cycleData.h"
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#include "cycleDataLockedReader.h"
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#include "cycleDataReader.h"
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#include "cycleDataWriter.h"
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#include "luse.h"
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#include "pvector.h"
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#include "transformState.h"
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#include "weakPointerTo.h"
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#include "copyOnWritePointer.h"
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class Loader;
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class AnimBundle;
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class PartBundleNode;
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class PartBundleNode;
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class TransformState;
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class AnimPreloadTable;
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/**
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* This is the root of a MovingPart hierarchy. It defines the hierarchy of
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* moving parts that make up an animatable object.
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*/
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class EXPCL_PANDA_CHAN PartBundle : public PartGroup {
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public:
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// This is passed down through the MovingParts during the do_update() call
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// to specify the channels that are in effect.
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typedef pmap<AnimControl *, PN_stdfloat> ChannelBlend;
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protected:
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// The copy constructor is protected; use make_copy() or copy_subgraph().
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PartBundle(const PartBundle ©);
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PUBLISHED:
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explicit PartBundle(const std::string &name = "");
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virtual PartGroup *make_copy() const;
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INLINE CPT(AnimPreloadTable) get_anim_preload() const;
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INLINE PT(AnimPreloadTable) modify_anim_preload();
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INLINE void set_anim_preload(AnimPreloadTable *table);
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INLINE void clear_anim_preload();
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void merge_anim_preloads(const PartBundle *other);
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// This is the parameter to set_blend_type() and specifies the kind of
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// blending operation to be performed when multiple controls are in effect
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// simultaneously (see set_control_effect()) or between sequential frames of
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// the animation.
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enum BlendType {
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// BT_linear does a componentwise average of all blended matrices, which
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// is a linear blend. The result of this is that if a particular vertex
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// would have been at point P in one animation and point Q in another one,
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// it will end up on the line in between them in the resulting blend
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// animation. However, this tends to stretch and squash limbs in strange
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// and disturbing ways.
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BT_linear,
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// BT_normalized_linear is a compromise on BT_linear. The matrix is
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// blended linearly without the scale and shear components, and the
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// blended scale and shear components are applied separately. This keeps
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// all of the character's body parts in the correct size and shape.
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// However, if the hierarchy is disconnected, body parts can fly off.
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// It's essential the skeleton hierarchy be completely connected to use
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// this blend mode successully.
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BT_normalized_linear,
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// BT_componentwise linearly blends all components separately, including
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// H, P, and R, and recomposes the matrix.
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BT_componentwise,
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// BT_componentwise_quat linearly blends all components separately, except
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// for rotation which is blended as a quaternion.
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BT_componentwise_quat,
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};
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INLINE void set_blend_type(BlendType bt);
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INLINE BlendType get_blend_type() const;
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void set_anim_blend_flag(bool anim_blend_flag);
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INLINE bool get_anim_blend_flag() const;
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INLINE void set_frame_blend_flag(bool frame_blend_flag);
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INLINE bool get_frame_blend_flag() const;
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INLINE void set_root_xform(const LMatrix4 &root_xform);
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INLINE void xform(const LMatrix4 &mat);
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INLINE const LMatrix4 &get_root_xform() const;
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PT(PartBundle) apply_transform(const TransformState *transform);
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INLINE int get_num_nodes() const;
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INLINE PartBundleNode *get_node(int n) const;
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MAKE_SEQ(get_nodes, get_num_nodes, get_node);
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MAKE_PROPERTY(blend_type, get_blend_type, set_blend_type);
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MAKE_PROPERTY(anim_blend_flag, get_anim_blend_flag, set_anim_blend_flag);
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MAKE_PROPERTY(frame_blend_flag, get_frame_blend_flag, set_frame_blend_flag);
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MAKE_PROPERTY(root_xform, get_root_xform, set_root_xform);
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MAKE_SEQ_PROPERTY(nodes, get_num_nodes, get_node);
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void clear_control_effects();
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INLINE void set_control_effect(AnimControl *control, PN_stdfloat effect);
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INLINE PN_stdfloat get_control_effect(AnimControl *control) const;
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virtual void output(std::ostream &out) const;
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virtual void write(std::ostream &out, int indent_level) const;
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PT(AnimControl) bind_anim(AnimBundle *anim,
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int hierarchy_match_flags = 0,
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const PartSubset &subset = PartSubset());
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PT(AnimControl) load_bind_anim(Loader *loader,
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const Filename &filename,
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int hierarchy_match_flags,
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const PartSubset &subset,
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bool allow_async);
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void wait_pending();
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bool freeze_joint(const std::string &joint_name, const TransformState *transform);
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bool freeze_joint(const std::string &joint_name, const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale);
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bool freeze_joint(const std::string &joint_name, PN_stdfloat value);
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bool control_joint(const std::string &joint_name, PandaNode *node);
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bool release_joint(const std::string &joint_name);
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bool update();
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bool force_update();
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public:
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// The following functions aren't really part of the public interface;
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// they're just public so we don't have to declare a bunch of friends.
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virtual void control_activated(AnimControl *control);
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void control_removed(AnimControl *control);
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INLINE void set_update_delay(double delay);
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bool do_bind_anim(AnimControl *control, AnimBundle *anim,
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int hierarchy_match_flags, const PartSubset &subset);
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protected:
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virtual void add_node(PartBundleNode *node);
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virtual void remove_node(PartBundleNode *node);
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private:
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class CData;
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void do_set_control_effect(AnimControl *control, PN_stdfloat effect, CData *cdata);
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PN_stdfloat do_get_control_effect(AnimControl *control, const CData *cdata) const;
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void recompute_net_blend(CData *cdata);
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void clear_and_stop_intersecting(AnimControl *control, CData *cdata);
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COWPT(AnimPreloadTable) _anim_preload;
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typedef pvector<PartBundleNode *> Nodes;
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Nodes _nodes;
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typedef pmap<WCPT(TransformState), WPT(PartBundle), std::owner_less<WCPT(TransformState)> > AppliedTransforms;
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AppliedTransforms _applied_transforms;
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double _update_delay;
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// This is the data that must be cycled between pipeline stages.
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class CData : public CycleData {
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public:
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CData();
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CData(const CData ©);
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virtual CycleData *make_copy() const;
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virtual void write_datagram(BamWriter *manager, Datagram &dg) const;
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virtual void fillin(DatagramIterator &scan, BamReader *manager);
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virtual TypeHandle get_parent_type() const {
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return PartBundle::get_class_type();
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}
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BlendType _blend_type;
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bool _anim_blend_flag;
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bool _frame_blend_flag;
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LMatrix4 _root_xform;
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AnimControl *_last_control_set;
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ChannelBlend _blend;
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PN_stdfloat _net_blend;
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bool _anim_changed;
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double _last_update;
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};
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PipelineCycler<CData> _cycler;
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typedef CycleDataLockedReader<CData> CDLockedReader;
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typedef CycleDataReader<CData> CDReader;
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typedef CycleDataWriter<CData> CDWriter;
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typedef CycleDataStageWriter<CData> CDStageWriter;
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public:
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static void register_with_read_factory();
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virtual void finalize(BamReader *manager);
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virtual void write_datagram(BamWriter *manager, Datagram &dg);
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virtual int complete_pointers(TypedWritable **p_list,
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BamReader *manager);
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protected:
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static TypedWritable *make_from_bam(const FactoryParams ¶ms);
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void fillin(DatagramIterator &scan, BamReader *manager);
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public:
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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PartGroup::init_type();
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register_type(_type_handle, "PartBundle",
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PartGroup::get_class_type());
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}
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private:
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static TypeHandle _type_handle;
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friend class PartBundleNode;
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friend class Character;
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friend class MovingPartBase;
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friend class MovingPartMatrix;
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friend class MovingPartScalar;
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};
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inline std::ostream &operator <<(std::ostream &out, const PartBundle &bundle) {
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bundle.output(out);
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return out;
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}
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EXPCL_PANDA_CHAN std::ostream &operator <<(std::ostream &out, PartBundle::BlendType blend_type);
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EXPCL_PANDA_CHAN std::istream &operator >>(std::istream &in, PartBundle::BlendType &blend_type);
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#include "partBundle.I"
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#endif
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