historical/toontown-classic.git/panda/include/partBundle.h
2024-01-16 11:20:27 -06:00

256 lines
8.7 KiB
C++

/**
* 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<AnimControl *, PN_stdfloat> ChannelBlend;
protected:
// The copy constructor is protected; use make_copy() or copy_subgraph().
PartBundle(const PartBundle &copy);
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<PartBundleNode *> Nodes;
Nodes _nodes;
typedef pmap<WCPT(TransformState), WPT(PartBundle), std::owner_less<WCPT(TransformState)> > 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 &copy);
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<CData> _cycler;
typedef CycleDataLockedReader<CData> CDLockedReader;
typedef CycleDataReader<CData> CDReader;
typedef CycleDataWriter<CData> CDWriter;
typedef CycleDataStageWriter<CData> 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 &params);
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