/** * 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 partBundle.h * @author drose * @date 1999-02-22 */ #ifndef PARTBUNDLE_H #define PARTBUNDLE_H #include "pandabase.h" #include "partGroup.h" #include "animControl.h" #include "partSubset.h" #include "animPreloadTable.h" #include "pointerTo.h" #include "thread.h" #include "cycleData.h" #include "cycleDataLockedReader.h" #include "cycleDataReader.h" #include "cycleDataWriter.h" #include "luse.h" #include "pvector.h" #include "transformState.h" #include "weakPointerTo.h" #include "copyOnWritePointer.h" class Loader; class AnimBundle; class PartBundleNode; class PartBundleNode; class TransformState; class AnimPreloadTable; /** * This is the root of a MovingPart hierarchy. It defines the hierarchy of * moving parts that make up an animatable object. */ class EXPCL_PANDA_CHAN PartBundle : public PartGroup { public: // This is passed down through the MovingParts during the do_update() call // to specify the channels that are in effect. typedef pmap ChannelBlend; protected: // The copy constructor is protected; use make_copy() or copy_subgraph(). PartBundle(const PartBundle ©); PUBLISHED: explicit PartBundle(const std::string &name = ""); virtual PartGroup *make_copy() const; INLINE CPT(AnimPreloadTable) get_anim_preload() const; INLINE PT(AnimPreloadTable) modify_anim_preload(); INLINE void set_anim_preload(AnimPreloadTable *table); INLINE void clear_anim_preload(); void merge_anim_preloads(const PartBundle *other); // This is the parameter to set_blend_type() and specifies the kind of // blending operation to be performed when multiple controls are in effect // simultaneously (see set_control_effect()) or between sequential frames of // the animation. enum BlendType { // BT_linear does a componentwise average of all blended matrices, which // is a linear blend. The result of this is that if a particular vertex // would have been at point P in one animation and point Q in another one, // it will end up on the line in between them in the resulting blend // animation. However, this tends to stretch and squash limbs in strange // and disturbing ways. BT_linear, // BT_normalized_linear is a compromise on BT_linear. The matrix is // blended linearly without the scale and shear components, and the // blended scale and shear components are applied separately. This keeps // all of the character's body parts in the correct size and shape. // However, if the hierarchy is disconnected, body parts can fly off. // It's essential the skeleton hierarchy be completely connected to use // this blend mode successully. BT_normalized_linear, // BT_componentwise linearly blends all components separately, including // H, P, and R, and recomposes the matrix. BT_componentwise, // BT_componentwise_quat linearly blends all components separately, except // for rotation which is blended as a quaternion. BT_componentwise_quat, }; INLINE void set_blend_type(BlendType bt); INLINE BlendType get_blend_type() const; void set_anim_blend_flag(bool anim_blend_flag); INLINE bool get_anim_blend_flag() const; INLINE void set_frame_blend_flag(bool frame_blend_flag); INLINE bool get_frame_blend_flag() const; INLINE void set_root_xform(const LMatrix4 &root_xform); INLINE void xform(const LMatrix4 &mat); INLINE const LMatrix4 &get_root_xform() const; PT(PartBundle) apply_transform(const TransformState *transform); INLINE int get_num_nodes() const; INLINE PartBundleNode *get_node(int n) const; MAKE_SEQ(get_nodes, get_num_nodes, get_node); MAKE_PROPERTY(blend_type, get_blend_type, set_blend_type); MAKE_PROPERTY(anim_blend_flag, get_anim_blend_flag, set_anim_blend_flag); MAKE_PROPERTY(frame_blend_flag, get_frame_blend_flag, set_frame_blend_flag); MAKE_PROPERTY(root_xform, get_root_xform, set_root_xform); MAKE_SEQ_PROPERTY(nodes, get_num_nodes, get_node); void clear_control_effects(); INLINE void set_control_effect(AnimControl *control, PN_stdfloat effect); INLINE PN_stdfloat get_control_effect(AnimControl *control) const; virtual void output(std::ostream &out) const; virtual void write(std::ostream &out, int indent_level) const; PT(AnimControl) bind_anim(AnimBundle *anim, int hierarchy_match_flags = 0, const PartSubset &subset = PartSubset()); PT(AnimControl) load_bind_anim(Loader *loader, const Filename &filename, int hierarchy_match_flags, const PartSubset &subset, bool allow_async); void wait_pending(); bool freeze_joint(const std::string &joint_name, const TransformState *transform); bool freeze_joint(const std::string &joint_name, const LVecBase3 &pos, const LVecBase3 &hpr, const LVecBase3 &scale); bool freeze_joint(const std::string &joint_name, PN_stdfloat value); bool control_joint(const std::string &joint_name, PandaNode *node); bool release_joint(const std::string &joint_name); bool update(); bool force_update(); 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. virtual void control_activated(AnimControl *control); void control_removed(AnimControl *control); INLINE void set_update_delay(double delay); bool do_bind_anim(AnimControl *control, AnimBundle *anim, int hierarchy_match_flags, const PartSubset &subset); protected: virtual void add_node(PartBundleNode *node); virtual void remove_node(PartBundleNode *node); private: class CData; void do_set_control_effect(AnimControl *control, PN_stdfloat effect, CData *cdata); PN_stdfloat do_get_control_effect(AnimControl *control, const CData *cdata) const; void recompute_net_blend(CData *cdata); void clear_and_stop_intersecting(AnimControl *control, CData *cdata); COWPT(AnimPreloadTable) _anim_preload; typedef pvector Nodes; Nodes _nodes; typedef pmap > AppliedTransforms; AppliedTransforms _applied_transforms; double _update_delay; // This is the data that must be cycled between pipeline stages. class CData : public CycleData { public: CData(); CData(const CData ©); virtual CycleData *make_copy() const; virtual void write_datagram(BamWriter *manager, Datagram &dg) const; virtual void fillin(DatagramIterator &scan, BamReader *manager); virtual TypeHandle get_parent_type() const { return PartBundle::get_class_type(); } BlendType _blend_type; bool _anim_blend_flag; bool _frame_blend_flag; LMatrix4 _root_xform; AnimControl *_last_control_set; ChannelBlend _blend; PN_stdfloat _net_blend; bool _anim_changed; double _last_update; }; PipelineCycler _cycler; typedef CycleDataLockedReader CDLockedReader; typedef CycleDataReader CDReader; typedef CycleDataWriter CDWriter; typedef CycleDataStageWriter CDStageWriter; public: static void register_with_read_factory(); virtual void finalize(BamReader *manager); virtual void write_datagram(BamWriter *manager, Datagram &dg); virtual int complete_pointers(TypedWritable **p_list, BamReader *manager); protected: static TypedWritable *make_from_bam(const FactoryParams ¶ms); void fillin(DatagramIterator &scan, BamReader *manager); 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() { PartGroup::init_type(); register_type(_type_handle, "PartBundle", PartGroup::get_class_type()); } private: static TypeHandle _type_handle; friend class PartBundleNode; friend class Character; friend class MovingPartBase; friend class MovingPartMatrix; friend class MovingPartScalar; }; inline std::ostream &operator <<(std::ostream &out, const PartBundle &bundle) { bundle.output(out); return out; } EXPCL_PANDA_CHAN std::ostream &operator <<(std::ostream &out, PartBundle::BlendType blend_type); EXPCL_PANDA_CHAN std::istream &operator >>(std::istream &in, PartBundle::BlendType &blend_type); #include "partBundle.I" #endif