/** * 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 jointVertexTransform.h * @author drose * @date 2005-03-24 */ #ifndef JOINTVERTEXTRANSFORM_H #define JOINTVERTEXTRANSFORM_H #include "pandabase.h" #include "characterJoint.h" #include "vertexTransform.h" #include "pointerTo.h" #include "lightMutex.h" /** * This is a specialization on VertexTransform that returns the transform * necessary to move vertices as if they were assigned to the indicated joint. * The geometry itself should be parented to the scene graph at the level of * the character's root joint; that is, it should not be parented under a node * directly animated by any joints. * * Multiple combinations of these with different weights are used to implement * soft-skinned vertices for an animated character. */ class EXPCL_PANDA_CHAR JointVertexTransform : public VertexTransform { private: JointVertexTransform(); PUBLISHED: JointVertexTransform(CharacterJoint *joint); virtual ~JointVertexTransform(); INLINE const CharacterJoint *get_joint() const; virtual void get_matrix(LMatrix4 &matrix) const; virtual void mult_matrix(LMatrix4 &result, const LMatrix4 &previous) const; virtual void accumulate_matrix(LMatrix4 &accum, PN_stdfloat weight) const; virtual void output(std::ostream &out) const; private: PT(CharacterJoint) _joint; public: static void register_with_read_factory(); virtual void write_datagram(BamWriter *manager, Datagram &dg); virtual int complete_pointers(TypedWritable **plist, BamReader *manager); protected: static TypedWritable *make_from_bam(const FactoryParams ¶ms); void fillin(DatagramIterator &scan, BamReader *manager); public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { VertexTransform::init_type(); register_type(_type_handle, "JointVertexTransform", VertexTransform::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; friend class CharacterJoint; }; #include "jointVertexTransform.I" #endif