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

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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 nodePath.I
* @author drose
* @date 2002-02-25
*/
/**
* This constructs an empty NodePath with no nodes.
*/
INLINE NodePath::
NodePath() :
_error_type(ET_ok),
_backup_key(0)
{
}
/**
* This constructs a new NodePath with a single node. An ordinary, unattached
* PandaNode is created with the indicated name.
*/
INLINE NodePath::
NodePath(const std::string &top_node_name, Thread *current_thread) :
_error_type(ET_ok)
{
PandaNode *top_node = new PandaNode(top_node_name);
int pipeline_stage = current_thread->get_pipeline_stage();
_head = top_node->get_generic_component(false, pipeline_stage, current_thread);
_backup_key = 0;
}
/**
* This constructs a NodePath for the indicated node. If the node does not
* have any parents, this creates a singleton NodePath; otherwise, it
* automatically finds the path from the node to the root. If the node has
* multiple paths to the root, one path is chosen arbitrarily and a warning
* message is printed (but see also NodePath::any_path(), below).
*/
INLINE NodePath::
NodePath(PandaNode *node, Thread *current_thread) :
_error_type(ET_ok)
{
if (node != nullptr) {
int pipeline_stage = current_thread->get_pipeline_stage();
_head = node->get_generic_component(false, pipeline_stage, current_thread);
}
_backup_key = 0;
}
/**
* Returns a new NodePath that represents any arbitrary path from the root to
* the indicated node. This is the same thing that would be returned by
* NodePath(node), except that no warning is issued if the path is ambiguous.
*/
INLINE NodePath NodePath::
any_path(PandaNode *node, Thread *current_thread) {
NodePath result;
if (node != nullptr) {
int pipeline_stage = current_thread->get_pipeline_stage();
result._head = node->get_generic_component(true, pipeline_stage,
current_thread);
}
return result;
}
/**
*
*/
INLINE NodePath::
NodePath(const NodePath &copy) :
_head(copy._head),
_backup_key(copy._backup_key),
_error_type(copy._error_type)
{
}
/**
*
*/
INLINE void NodePath::
operator = (const NodePath &copy) {
_head = copy._head;
_backup_key = copy._backup_key;
_error_type = copy._error_type;
}
/**
*
*/
INLINE NodePath::
NodePath(NodePath &&from) noexcept :
_head(std::move(from._head)),
_backup_key(from._backup_key),
_error_type(from._error_type)
{
}
/**
*
*/
INLINE void NodePath::
operator = (NodePath &&from) noexcept {
_head = std::move(from._head);
_backup_key = from._backup_key;
_error_type = from._error_type;
}
/**
* Sets this NodePath to the empty NodePath. It will no longer point to any
* node.
*/
INLINE void NodePath::
clear() {
_head.clear();
_backup_key = 0;
_error_type = ET_ok;
}
/**
* Creates a NodePath with the ET_not_found error type set.
*/
INLINE NodePath NodePath::
not_found() {
NodePath result;
result._error_type = ET_not_found;
return result;
}
/**
* Creates a NodePath with the ET_removed error type set.
*/
INLINE NodePath NodePath::
removed() {
NodePath result;
result._error_type = ET_removed;
return result;
}
/**
* Creates a NodePath with the ET_fail error type set.
*/
INLINE NodePath NodePath::
fail() {
NodePath result;
result._error_type = ET_fail;
return result;
}
/**
* Certain operations, such as find() or find_all_matches(), require a
* traversal of the scene graph to search for the target node or nodes. This
* traversal does not attempt to detect cycles, so an arbitrary cap is set on
* the depth of the traversal as a poor man's cycle detection, in the event
* that a cycle has inadvertently been introduced into the scene graph.
*
* There may be other reasons you'd want to truncate a search before the
* bottom of the scene graph has been reached. In any event, this function
* sets the limit on the number of levels that a traversal will continue, and
* hence the maximum length of a path that may be returned by a traversal.
*
* This is a static method, and so changing this parameter affects all of the
* NodePaths in the universe.
*/
INLINE void NodePath::
set_max_search_depth(int max_search_depth) {
_max_search_depth = max_search_depth;
}
/**
* Returns the current setting of the search depth limit. See
* set_max_search_depth.
*/
INLINE int NodePath::
get_max_search_depth() {
return _max_search_depth;
}
/**
* Returns true if the NodePath contains no nodes.
*/
INLINE bool NodePath::
is_empty() const {
return (_head == nullptr);
}
/**
* Returns true if the NodePath contains exactly one node.
*/
INLINE bool NodePath::
is_singleton(Thread *current_thread) const {
int pipeline_stage = current_thread->get_pipeline_stage();
return (_head != nullptr && _head->is_top_node(pipeline_stage, current_thread));
}
/**
* If is_empty() is true, this returns a code that represents the reason why
* the NodePath is empty.
*/
INLINE NodePath::ErrorType NodePath::
get_error_type() const {
return _error_type;
}
/**
* Returns the top node of the path, or NULL if the path is empty. This
* requires iterating through the path.
*/
INLINE PandaNode *NodePath::
get_top_node(Thread *current_thread) const {
if (is_empty()) {
return nullptr;
}
return get_top(current_thread).node();
}
/**
* Returns the referenced node of the path.
*/
INLINE PandaNode *NodePath::
node() const {
nassertr_always(!is_empty(), nullptr);
return _head->get_node();
}
/**
* Returns an integer that is guaranteed to be the same for all NodePaths that
* represent the same node instance, and different for all NodePaths that
* represent a different node instance.
*
* The same key will be returned for a particular instance as long as at least
* one NodePath exists that represents that instance; if all NodePaths for a
* particular instance destruct and a new one is later created, it may have a
* different index. However, a given key will never be reused for a different
* instance (unless the app has been running long enough that we overflow the
* integer key value).
*/
INLINE int NodePath::
get_key() const {
if (is_empty()) {
return _backup_key;
}
return _head->get_key();
}
/**
* Adds the NodePath into the running hash. This is intended to be used by
* lower-level code that computes a hash for each NodePath. It modifies the
* hash value passed in by a unique adjustment for each NodePath, and returns
* the modified hash.
*
* This is similar to the unique integer returned by get_key(), but it is not
* guaranteed to remain unique beyond the lifetime of this particular
* NodePath. Once this NodePath destructs, a different NodePath may be
* created which shares the same hash value.
*/
INLINE size_t NodePath::
add_hash(size_t hash) const {
return pointer_hash::add_hash(hash, _head);
}
/**
* Returns true if the node represented by this NodePath is parented within
* the same graph as that of the other NodePath. This is essentially the same
* thing as asking whether get_top() of both NodePaths is the same (e.g., both
* "render").
*/
INLINE bool NodePath::
is_same_graph(const NodePath &other, Thread *current_thread) const {
// Actually, it's possible for the top nodes to be the same, but the
// NodePaths still to be considered in different graphs. But even in this
// case, get_top() will be different for each one. (They'll be different
// singleton NodePaths that happen to reference the same node).
// This will happen if one of the top nodes is considered a different
// instance--for instance, render.instance_to(NodePath()) returns a
// different instance of render that appears to have the same top node. But
// this is a very rare thing to do.
int a_count, b_count;
return (find_common_ancestor(*this, other, a_count, b_count, current_thread) != nullptr);
}
/**
* Returns true if the node represented by this NodePath is a parent or other
* ancestor of the other NodePath, or false if it is not.
*/
INLINE bool NodePath::
is_ancestor_of(const NodePath &other, Thread *current_thread) const {
int a_count, b_count;
if (find_common_ancestor(*this, other, a_count, b_count, current_thread) == nullptr) {
// Not related.
return false;
}
// They are related; now b is descended from a only if a is the common
// ancestor (which is to say, a_count == 0).
return (a_count == 0);
}
/**
* Returns the lowest NodePath that both of these two NodePaths have in
* common: the first ancestor that both of them share. If the two NodePaths
* are unrelated, returns NodePath::not_found().
*/
INLINE NodePath NodePath::
get_common_ancestor(const NodePath &other, Thread *current_thread) const {
int a_count, b_count;
NodePathComponent *common = find_common_ancestor(*this, other, a_count, b_count, current_thread);
if (common == nullptr) {
return NodePath::not_found();
}
NodePath result;
result._head = common;
return result;
}
/**
* Returns the number of children of the referenced node.
*/
INLINE int NodePath::
get_num_children(Thread *current_thread) const {
nassertr_always(!is_empty(), 0);
return _head->get_node()->get_num_children(current_thread);
}
/**
* Returns a NodePath representing the nth child of the referenced node.
*/
INLINE NodePath NodePath::
get_child(int n, Thread *current_thread) const {
nassertr_always(n >= 0 && n < get_num_children(current_thread), NodePath());
NodePath child;
int pipeline_stage = current_thread->get_pipeline_stage();
child._head = PandaNode::get_component(_head, _head->get_node()->get_child(n, current_thread),
pipeline_stage, current_thread);
return child;
}
/**
* Returns the number of nodes at and below this level.
*/
INLINE int NodePath::
count_num_descendants() const {
if (is_empty()) {
return 0;
}
return _head->get_node()->count_num_descendants();
}
/**
* Returns true if the referenced node has a parent; i.e. the NodePath chain
* contains at least two nodes.
*/
INLINE bool NodePath::
has_parent(Thread *current_thread) const {
return !is_empty() && !is_singleton(current_thread);
}
/**
* Returns the NodePath to the parent of the referenced node: that is, this
* NodePath, shortened by one node. The parent of a singleton NodePath is
* defined to be the empty NodePath.
*/
INLINE NodePath NodePath::
get_parent(Thread *current_thread) const {
if (!has_parent(current_thread)) {
return NodePath();
}
int pipeline_stage = current_thread->get_pipeline_stage();
NodePath parent;
parent._head = _head->get_next(pipeline_stage, current_thread);
return parent;
}
/**
* Creates an ordinary PandaNode and attaches it below the current NodePath,
* returning a new NodePath that references it.
*/
INLINE NodePath NodePath::
attach_new_node(const std::string &name, int sort, Thread *current_thread) const {
nassertr(verify_complete(current_thread), NodePath::fail());
return attach_new_node(new PandaNode(name), sort, current_thread);
}
/**
* Lists the hierarchy at and below the referenced node.
*/
INLINE void NodePath::
ls() const {
ls(nout);
}
/**
* Lists the hierarchy at and below the referenced node.
*/
INLINE void NodePath::
ls(std::ostream &out, int indent_level) const {
if (is_empty()) {
out << "(empty)\n";
} else {
node()->ls(out, indent_level);
}
}
/**
* Lists the hierarchy at and above the referenced node.
*/
INLINE void NodePath::
reverse_ls() const {
reverse_ls(nout);
}
/**
* Changes the complete state object on this node.
*/
INLINE void NodePath::
set_state(const RenderState *state, Thread *current_thread) {
nassertv_always(!is_empty());
node()->set_state(state, current_thread);
}
/**
* Returns the net state on this node from the root.
*/
INLINE CPT(RenderState) NodePath::
get_net_state(Thread *current_thread) const {
nassertr(_error_type == ET_ok, RenderState::make_empty());
return r_get_net_state(_head, current_thread);
}
/**
* Adds the indicated render attribute to the scene graph on this node. This
* attribute will now apply to this node and everything below. If there was
* already an attribute of the same type, it is replaced.
*/
INLINE void NodePath::
set_attrib(const RenderAttrib *attrib, int priority) {
nassertv_always(!is_empty());
node()->set_attrib(attrib, priority);
}
/**
* Returns the render attribute of the indicated type, if it is defined on the
* node, or NULL if it is not. This checks only what is set on this
* particular node level, and has nothing to do with what render attributes
* may be inherited from parent nodes.
*/
INLINE const RenderAttrib *NodePath::
get_attrib(TypeHandle type) const {
nassertr_always(!is_empty(), nullptr);
return node()->get_attrib(type);
}
/**
* Returns true if there is a render attribute of the indicated type defined
* on this node, or false if there is not.
*/
INLINE bool NodePath::
has_attrib(TypeHandle type) const {
nassertr_always(!is_empty(), false);
return node()->has_attrib(type);
}
/**
* Removes the render attribute of the given type from this node. This node,
* and the subgraph below, will now inherit the indicated render attribute
* from the nodes above this one.
*/
INLINE void NodePath::
clear_attrib(TypeHandle type) {
nassertv_always(!is_empty());
node()->clear_attrib(type);
}
/**
* Adds the indicated render effect to the scene graph on this node. If there
* was already an effect of the same type, it is replaced.
*/
INLINE void NodePath::
set_effect(const RenderEffect *effect) {
nassertv_always(!is_empty());
node()->set_effect(effect);
}
/**
* Returns the render effect of the indicated type, if it is defined on the
* node, or NULL if it is not.
*/
INLINE const RenderEffect *NodePath::
get_effect(TypeHandle type) const {
nassertr_always(!is_empty(), nullptr);
return node()->get_effect(type);
}
/**
* Returns true if there is a render effect of the indicated type defined on
* this node, or false if there is not.
*/
INLINE bool NodePath::
has_effect(TypeHandle type) const {
nassertr_always(!is_empty(), false);
return node()->has_effect(type);
}
/**
* Removes the render effect of the given type from this node.
*/
INLINE void NodePath::
clear_effect(TypeHandle type) {
nassertv_always(!is_empty());
node()->clear_effect(type);
}
/**
* Sets the complete RenderEffects that will be applied this node. This
* completely replaces whatever has been set on this node via repeated calls
* to set_attrib().
*/
INLINE void NodePath::
set_effects(const RenderEffects *effects) {
nassertv_always(!is_empty());
node()->set_effects(effects);
}
/**
* Returns the complete RenderEffects that will be applied to this node.
*/
INLINE const RenderEffects *NodePath::
get_effects() const {
nassertr_always(!is_empty(), RenderEffects::make_empty());
return node()->get_effects();
}
/**
* Resets this node to have no render effects.
*/
INLINE void NodePath::
clear_effects() {
nassertv_always(!is_empty());
node()->clear_effects();
}
/**
* Sets the transform object on this node to identity.
*/
INLINE void NodePath::
clear_transform(Thread *current_thread) {
set_transform(TransformState::make_identity(), current_thread);
}
/**
* Changes the complete transform object on this node.
*/
INLINE void NodePath::
set_transform(const TransformState *transform, Thread *current_thread) {
nassertv_always(!is_empty());
node()->set_transform(transform, current_thread);
}
/**
* Sets the transform object on this node to identity, relative to the other
* node. This effectively places this node at the same position as the other
* node.
*/
INLINE void NodePath::
clear_transform(const NodePath &other, Thread *current_thread) {
set_transform(other, TransformState::make_identity(), current_thread);
}
/**
* Returns the net transform on this node from the root.
*/
INLINE CPT(TransformState) NodePath::
get_net_transform(Thread *current_thread) const {
nassertr(_error_type == ET_ok, TransformState::make_identity());
return r_get_net_transform(_head, current_thread);
}
/**
* Sets the transform that represents this node's "previous" position, one
* frame ago, for the purposes of detecting motion for accurate collision
* calculations.
*/
INLINE void NodePath::
set_prev_transform(const TransformState *transform, Thread *current_thread) {
nassertv_always(!is_empty());
node()->set_prev_transform(transform, current_thread);
}
/**
* Returns the net "previous" transform on this node from the root. See
* set_prev_transform().
*/
INLINE CPT(TransformState) NodePath::
get_net_prev_transform(Thread *current_thread) const {
nassertr(_error_type == ET_ok, TransformState::make_identity());
return r_get_net_prev_transform(_head, current_thread);
}
/**
* Sets the translation component of the transform, leaving rotation and scale
* untouched. This also resets the node's "previous" position, so that the
* collision system will see the node as having suddenly appeared in the new
* position, without passing any points in between.
*/
INLINE void NodePath::
set_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
set_pos(LPoint3(x, y, z));
}
/**
* Sets the translation component, without changing the "previous" position,
* so that the collision system will see the node as moving fluidly from its
* previous position to its new position.
*/
INLINE void NodePath::
set_fluid_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
set_fluid_pos(LPoint3(x, y, z));
}
INLINE PN_stdfloat NodePath::
get_x() const {
return get_pos()[0];
}
INLINE PN_stdfloat NodePath::
get_y() const {
return get_pos()[1];
}
INLINE PN_stdfloat NodePath::
get_z() const {
return get_pos()[2];
}
/**
* Sets the rotation component of the transform, leaving translation and scale
* untouched.
*/
INLINE void NodePath::
set_hpr(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
set_hpr(LVecBase3(h, p, r));
}
INLINE PN_stdfloat NodePath::
get_h() const {
return get_hpr()[0];
}
INLINE PN_stdfloat NodePath::
get_p() const {
return get_hpr()[1];
}
INLINE PN_stdfloat NodePath::
get_r() const {
return get_hpr()[2];
}
/**
* Sets the scale component of the transform, leaving translation and rotation
* untouched.
*/
INLINE void NodePath::
set_scale(PN_stdfloat scale) {
set_scale(LVecBase3(scale, scale, scale));
}
INLINE void NodePath::
set_scale(PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) {
set_scale(LVecBase3(sx, sy, sz));
}
INLINE PN_stdfloat NodePath::
get_sx() const {
return get_scale()[0];
}
INLINE PN_stdfloat NodePath::
get_sy() const {
return get_scale()[1];
}
INLINE PN_stdfloat NodePath::
get_sz() const {
return get_scale()[2];
}
/**
* Sets the shear component of the transform, leaving translation, rotation,
* and scale untouched.
*/
INLINE void NodePath::
set_shear(PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz) {
set_shear(LVecBase3(shxy, shxz, shyz));
}
INLINE PN_stdfloat NodePath::
get_shxy() const {
return get_shear()[0];
}
INLINE PN_stdfloat NodePath::
get_shxz() const {
return get_shear()[1];
}
INLINE PN_stdfloat NodePath::
get_shyz() const {
return get_shear()[2];
}
/**
* Sets the translation and rotation component of the transform, leaving scale
* untouched.
*/
INLINE void NodePath::
set_pos_hpr(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
set_pos_hpr(LVecBase3(x, y, z), LVecBase3(h, p, r));
}
/**
* Sets the rotation and scale components of the transform, leaving
* translation untouched.
*/
INLINE void NodePath::
set_hpr_scale(PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) {
set_hpr_scale(LVecBase3(h, p, r), LVecBase3(sx, sy, sz));
}
/**
* Completely replaces the transform with new translation, rotation, and scale
* components.
*/
INLINE void NodePath::
set_pos_hpr_scale(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r,
PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) {
set_pos_hpr_scale(LVecBase3(x, y, z), LVecBase3(h, p, r),
LVecBase3(sx, sy, sz));
}
/**
* Completely removes any transform from the referenced node.
*/
INLINE void NodePath::
clear_mat() {
nassertv_always(!is_empty());
node()->clear_transform();
}
/**
* Returns true if a non-identity transform matrix has been applied to the
* referenced node, false otherwise.
*/
INLINE bool NodePath::
has_mat() const {
nassertr_always(!is_empty(), false);
return !node()->get_transform()->is_identity();
}
/**
* Returns the transform matrix that has been applied to the referenced node,
* or the identity matrix if no matrix has been applied.
*/
INLINE const LMatrix4 &NodePath::
get_mat() const {
nassertr_always(!is_empty(), LMatrix4::ident_mat());
return node()->get_transform()->get_mat();
}
/**
* Sets the transform on this NodePath so that it rotates to face the
* indicated point in space. This will overwrite any previously existing
* scale on the node, although it will preserve any translation.
*/
INLINE void NodePath::
look_at(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
look_at(LPoint3(x, y, z));
}
/**
* Behaves like look_at(), but with a strong preference to keeping the up
* vector oriented in the indicated "up" direction.
*/
INLINE void NodePath::
heads_up(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
heads_up(LPoint3(x, y, z));
}
/**
* Sets the translation component of the transform, relative to the other
* node.
*/
INLINE void NodePath::
set_pos(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
set_pos(other, LPoint3(x, y, z));
}
/**
* Sets the translation component, without changing the "previous" position,
* so that the collision system will see the node as moving fluidly from its
* previous position to its new position.
*/
INLINE void NodePath::
set_fluid_pos(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
set_fluid_pos(other, LPoint3(x, y, z));
}
INLINE PN_stdfloat NodePath::
get_x(const NodePath &other) const {
return get_pos(other)[0];
}
INLINE PN_stdfloat NodePath::
get_y(const NodePath &other) const {
return get_pos(other)[1];
}
INLINE PN_stdfloat NodePath::
get_z(const NodePath &other) const {
return get_pos(other)[2];
}
/**
* Sets the rotation component of the transform, relative to the other node.
*/
INLINE void NodePath::
set_hpr(const NodePath &other, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
set_hpr(other, LPoint3(h, p, r));
}
INLINE PN_stdfloat NodePath::
get_h(const NodePath &other) const {
return get_hpr(other)[0];
}
INLINE PN_stdfloat NodePath::
get_p(const NodePath &other) const {
return get_hpr(other)[1];
}
INLINE PN_stdfloat NodePath::
get_r(const NodePath &other) const {
return get_hpr(other)[2];
}
/**
* Sets the scale component of the transform, relative to the other node.
*/
INLINE void NodePath::
set_scale(const NodePath &other, PN_stdfloat scale) {
set_scale(other, LPoint3(scale, scale, scale));
}
/**
* Sets the scale component of the transform, relative to the other node.
*/
INLINE void NodePath::
set_scale(const NodePath &other, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) {
set_scale(other, LPoint3(sx, sy, sz));
}
/**
* Returns the relative scale of the referenced node as seen from the other
* node.
*/
INLINE PN_stdfloat NodePath::
get_sx(const NodePath &other) const {
return get_scale(other)[0];
}
INLINE PN_stdfloat NodePath::
get_sy(const NodePath &other) const {
return get_scale(other)[1];
}
INLINE PN_stdfloat NodePath::
get_sz(const NodePath &other) const {
return get_scale(other)[2];
}
/**
* Sets the shear component of the transform, relative to the other node.
*/
INLINE void NodePath::
set_shear(const NodePath &other, PN_stdfloat shxy, PN_stdfloat shxz, PN_stdfloat shyz) {
set_shear(other, LPoint3(shxy, shxz, shyz));
}
/**
* Returns the relative shear of the referenced node as seen from the other
* node.
*/
INLINE PN_stdfloat NodePath::
get_shxy(const NodePath &other) const {
return get_shear(other)[0];
}
INLINE PN_stdfloat NodePath::
get_shxz(const NodePath &other) const {
return get_shear(other)[1];
}
INLINE PN_stdfloat NodePath::
get_shyz(const NodePath &other) const {
return get_shear(other)[2];
}
/**
* Sets the translation and rotation component of the transform, relative to
* the other node.
*/
INLINE void NodePath::
set_pos_hpr(const NodePath &other,
PN_stdfloat x, PN_stdfloat y, PN_stdfloat z,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
set_pos_hpr(other, LVecBase3(x, y, z), LVecBase3(h, p, r));
}
/**
* Sets the rotation and scale components of the transform, leaving
* translation untouched. This, or set_pos_hpr_scale, is the preferred way to
* update a transform when both hpr and scale are to be changed.
*/
INLINE void NodePath::
set_hpr_scale(const NodePath &other,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r, PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) {
set_hpr_scale(other, LVecBase3(h, p, r), LVecBase3(sx, sy, sz));
}
/**
* Completely replaces the transform with new translation, rotation, and scale
* components, relative to the other node.
*/
INLINE void NodePath::
set_pos_hpr_scale(const NodePath &other,
PN_stdfloat x, PN_stdfloat y, PN_stdfloat z,
PN_stdfloat h, PN_stdfloat p, PN_stdfloat r,
PN_stdfloat sx, PN_stdfloat sy, PN_stdfloat sz) {
set_pos_hpr_scale(other, LVecBase3(x, y, z), LVecBase3(h, p, r),
LVecBase3(sx, sy, sz));
}
/**
* Sets the hpr on this NodePath so that it rotates to face the indicated
* point in space, which is relative to the other NodePath.
*/
INLINE void NodePath::
look_at(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
look_at(other, LPoint3(x, y, z));
}
/**
* Behaves like look_at(), but with a strong preference to keeping the up
* vector oriented in the indicated "up" direction.
*/
INLINE void NodePath::
heads_up(const NodePath &other, PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
heads_up(other, LPoint3(x, y, z));
}
/**
* Returns the straight-line distance between this referenced node's
* coordinate frame's origin, and that of the other node's origin.
*/
INLINE PN_stdfloat NodePath::
get_distance(const NodePath &other) const {
LPoint3 pos = get_pos(other);
return length(LVector3(pos));
}
/**
* Sets the color scale component of the transform
*/
INLINE void NodePath::
set_color_scale(PN_stdfloat sr, PN_stdfloat sg, PN_stdfloat sb, PN_stdfloat sa, int priority) {
set_color_scale(LVecBase4(sr, sg, sb, sa), priority);
}
/**
* Sets the color scale component of the transform
*/
INLINE void NodePath::
compose_color_scale(PN_stdfloat sr, PN_stdfloat sg, PN_stdfloat sb, PN_stdfloat sa, int priority) {
compose_color_scale(LVecBase4(sr, sg, sb, sa), priority);
}
/**
* Sets the red scale component of the transform
*/
INLINE void NodePath::
set_sr(PN_stdfloat sr) {
LVecBase4 new_scale = get_color_scale();
new_scale[0] = sr;
set_color_scale(new_scale);
}
/**
* Sets the alpha scale component of the transform
*/
INLINE void NodePath::
set_sg(PN_stdfloat sg) {
LVecBase4 new_scale = get_color_scale();
new_scale[1] = sg;
set_color_scale(new_scale);
}
/**
* Sets the blue scale component of the transform
*/
INLINE void NodePath::
set_sb(PN_stdfloat sb) {
LVecBase4 new_scale = get_color_scale();
new_scale[2] = sb;
set_color_scale(new_scale);
}
/**
* Sets the alpha scale component of the transform
*/
INLINE void NodePath::
set_sa(PN_stdfloat sa) {
LVecBase4 new_scale = get_color_scale();
new_scale[3] = sa;
set_color_scale(new_scale);
}
/**
* Gets the red scale component of the transform
*/
INLINE PN_stdfloat NodePath::
get_sr() const {
return get_color_scale()[0];
}
/**
* Gets the green scale component of the transform
*/
INLINE PN_stdfloat NodePath::
get_sg() const {
return get_color_scale()[1];
}
/**
* Gets the blue scale component of the transform
*/
INLINE PN_stdfloat NodePath::
get_sb() const {
return get_color_scale()[2];
}
/**
* Gets the alpha scale component of the transform
*/
INLINE PN_stdfloat NodePath::
get_sa() const {
return get_color_scale()[3];
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_float &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_double &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_int &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LVecBase4 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LVecBase3 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LVecBase2 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LVecBase4 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LVecBase3 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LVecBase2 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LVecBase4i &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LVecBase3i &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LVecBase2i &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LVecBase4i &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LVecBase3i &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LVecBase2i &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LMatrix4 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const PTA_LMatrix3 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LMatrix4 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const LMatrix3 &v, int priority) {
set_shader_input(ShaderInput(std::move(id), v, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, Texture *tex, int priority) {
set_shader_input(ShaderInput(std::move(id), tex, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, Texture *tex, const SamplerState &sampler, int priority) {
set_shader_input(ShaderInput(std::move(id), tex, sampler, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, Texture *tex, bool read, bool write, int z, int n, int priority) {
set_shader_input(ShaderInput(std::move(id), tex, read, write, z, n, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, ShaderBuffer *buf, int priority) {
set_shader_input(ShaderInput(std::move(id), buf, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, const NodePath &np, int priority) {
set_shader_input(ShaderInput(std::move(id), np, priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, int n1, int n2, int n3, int n4, int priority) {
set_shader_input(ShaderInput(std::move(id), LVecBase4i(n1, n2, n3, n4), priority));
}
/**
*
*/
INLINE void NodePath::
set_shader_input(CPT_InternalName id, PN_stdfloat n1, PN_stdfloat n2, PN_stdfloat n3, PN_stdfloat n4, int priority) {
set_shader_input(ShaderInput(std::move(id), LVecBase4(n1, n2, n3, n4), priority));
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_offset(TextureStage *stage, PN_stdfloat u, PN_stdfloat v) {
set_tex_offset(stage, LVecBase2(u, v));
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_offset(TextureStage *stage, const LVecBase2 &uv) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_pos2d(uv));
}
/**
* Sets a texture matrix on the current node to apply the indicated rotation,
* clockwise in degrees, to UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_rotate(TextureStage *stage, PN_stdfloat r) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_rotate2d(r));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UVW's for the given stage.
*
* This call is appropriate for 2-d or 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(TextureStage *stage, PN_stdfloat scale) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_scale(scale));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv) {
set_tex_scale(stage, LVecBase2(su, sv));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(TextureStage *stage, const LVecBase2 &scale) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_scale2d(scale));
}
/**
* Returns the offset set for the UV's for the given stage on the current
* node.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE LVecBase2 NodePath::
get_tex_offset(TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase2::zero());
return get_tex_transform(stage)->get_pos2d();
}
/**
* Returns the rotation set for the UV's for the given stage on the current
* node.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE PN_stdfloat NodePath::
get_tex_rotate(TextureStage *stage) const {
nassertr_always(!is_empty(), 0.0f);
return get_tex_transform(stage)->get_rotate2d();
}
/**
* Returns the scale set for the UV's for the given stage on the current node.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE LVecBase2 NodePath::
get_tex_scale(TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase2(1.0f, 1.0f));
return get_tex_transform(stage)->get_scale2d();
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_pos(TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w) {
set_tex_pos(stage, LVecBase3(u, v, w));
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_pos(TextureStage *stage, const LVecBase3 &uvw) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_pos(uvw));
}
/**
* Sets a texture matrix on the current node to apply the indicated rotation,
* as a 3-D HPR, to UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_hpr(TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
set_tex_hpr(stage, LVecBase3(h, p, r));
}
/**
* Sets a texture matrix on the current node to apply the indicated rotation,
* as a 3-D HPR, to UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_hpr(TextureStage *stage, const LVecBase3 &hpr) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_hpr(hpr));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw) {
set_tex_scale(stage, LVecBase3(su, sv, sw));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(TextureStage *stage, const LVecBase3 &scale) {
nassertv_always(!is_empty());
set_tex_transform(stage,
get_tex_transform(stage)->set_scale(scale));
}
/**
* Returns the offset set for the UVW's for the given stage on the current
* node.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE LVecBase3 NodePath::
get_tex_pos(TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase3::zero());
return get_tex_transform(stage)->get_pos();
}
/**
* Returns the 3-D HPR set for the UVW's for the given stage on the current
* node.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE LVecBase3 NodePath::
get_tex_hpr(TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase3::zero());
return get_tex_transform(stage)->get_hpr();
}
/**
* Returns the scale set for the UVW's for the given stage on the current
* node.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE LVecBase3 NodePath::
get_tex_scale_3d(TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase3(1.0f, 1.0f, 1.0f));
return get_tex_transform(stage)->get_scale();
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_offset(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v) {
set_tex_offset(other, stage, LVecBase2(u, v));
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_offset(const NodePath &other, TextureStage *stage, const LVecBase2 &uv) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(other, stage)->set_pos2d(uv));
}
/**
* Sets a texture matrix on the current node to apply the indicated rotation,
* clockwise in degrees, to UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_rotate(const NodePath &other, TextureStage *stage, PN_stdfloat r) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(other, stage)->set_rotate2d(r));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UV's for the given stage.
*
* This call is appropriate for 2-d or 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat scale) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(stage)->set_scale(scale));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv) {
set_tex_scale(other, stage, LVecBase2(su, sv));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UV's for the given stage.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase2 &scale) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(stage)->set_scale2d(scale));
}
/**
* Returns the offset set for the UV's for the given stage on the current
* node.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE LVecBase2 NodePath::
get_tex_offset(const NodePath &other, TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase2::zero());
return get_tex_transform(other, stage)->get_pos2d();
}
/**
* Returns the rotation set for the UV's for the given stage on the current
* node.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE PN_stdfloat NodePath::
get_tex_rotate(const NodePath &other, TextureStage *stage) const {
nassertr_always(!is_empty(), 0.0f);
return get_tex_transform(other, stage)->get_rotate2d();
}
/**
* Returns the scale set for the UV's for the given stage on the current node.
*
* This call is appropriate for ordinary 2-d texture coordinates.
*/
INLINE LVecBase2 NodePath::
get_tex_scale(const NodePath &other, TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase2(1.0f, 1.0f));
return get_tex_transform(other, stage)->get_scale2d();
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_pos(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w) {
set_tex_pos(other, stage, LVecBase3(u, v, w));
}
/**
* Sets a texture matrix on the current node to apply the indicated offset to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_pos(const NodePath &other, TextureStage *stage, const LVecBase3 &uvw) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(stage)->set_pos(uvw));
}
/**
* Sets a texture matrix on the current node to apply the indicated rotation,
* as a 3-D HPR, to UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_hpr(const NodePath &other, TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
set_tex_hpr(other, stage, LVecBase3(h, p, r));
}
/**
* Sets a texture matrix on the current node to apply the indicated rotation,
* as a 3-D HPR, to UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_hpr(const NodePath &other, TextureStage *stage, const LVecBase3 &hpr) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(stage)->set_hpr(hpr));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat sw) {
set_tex_scale(other, stage, LVecBase3(su, sv, sw));
}
/**
* Sets a texture matrix on the current node to apply the indicated scale to
* UVW's for the given stage.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE void NodePath::
set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase3 &scale) {
nassertv_always(!is_empty());
set_tex_transform(other, stage,
get_tex_transform(stage)->set_scale(scale));
}
/**
* Returns the offset set for the UVW's for the given stage on the current
* node.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE LVecBase3 NodePath::
get_tex_pos(const NodePath &other, TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase3::zero());
return get_tex_transform(stage)->get_pos();
}
/**
* Returns the 3-D HPR set for the UVW's for the given stage on the current
* node.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE LVecBase3 NodePath::
get_tex_hpr(const NodePath &other, TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase3::zero());
return get_tex_transform(stage)->get_hpr();
}
/**
* Returns the scale set for the UVW's for the given stage on the current
* node.
*
* This call is appropriate for 3-d texture coordinates.
*/
INLINE LVecBase3 NodePath::
get_tex_scale_3d(const NodePath &other, TextureStage *stage) const {
nassertr_always(!is_empty(), LVecBase3(1.0f, 1.0f, 1.0f));
return get_tex_transform(stage)->get_scale();
}
/**
* Undoes the effect of project_texture().
*/
INLINE void NodePath::
clear_project_texture(TextureStage *stage) {
clear_texture(stage);
clear_tex_gen(stage);
clear_tex_projector(stage);
}
/**
* Returns true if there are at least some vertices at this node and below
* that use the named texture coordinate set, false otherwise. Pass the empty
* string for the default texture coordinate set.
*/
INLINE bool NodePath::
has_texcoord(const std::string &texcoord_name) const {
return has_vertex_column(InternalName::get_texcoord_name(texcoord_name));
}
/**
* Puts a billboard transition on the node such that it will rotate in two
* dimensions around the up axis.
*/
INLINE void NodePath::
set_billboard_axis(PN_stdfloat offset) {
set_billboard_axis(NodePath(), offset);
}
/**
* Puts a billboard transition on the node such that it will rotate in three
* dimensions about the origin, keeping its up vector oriented to the top of
* the camera.
*/
INLINE void NodePath::
set_billboard_point_eye(PN_stdfloat offset, bool fixed_depth) {
set_billboard_point_eye(NodePath(), offset, fixed_depth);
}
/**
* Puts a billboard transition on the node such that it will rotate in three
* dimensions about the origin, keeping its up vector oriented to the sky.
*/
INLINE void NodePath::
set_billboard_point_world(PN_stdfloat offset) {
set_billboard_point_world(NodePath(), offset);
}
/**
* Adds the indicated adjustment amount (which may be negative) to the
* priority for all transitions on the referenced node, and for all nodes in
* the subgraph below. This can be used to force these nodes not to be
* overridden by a high-level state change above. If the priority would drop
* below zero, it is set to zero.
*/
INLINE void NodePath::
adjust_all_priorities(int adjustment) {
nassertv_always(!is_empty());
r_adjust_all_priorities(node(), adjustment);
}
/**
* Undoes the effect of a previous hide() on this node: makes the referenced
* node (and the entire subgraph below this node) visible to all cameras.
*
* This will not reveal the node if a parent node has been hidden.
*/
INLINE void NodePath::
show() {
nassertv_always(!is_empty());
node()->adjust_draw_mask(DrawMask::all_off(), DrawMask::all_off(), PandaNode::get_overall_bit());
}
/**
* Makes the referenced node visible just to the cameras whose camera_mask
* shares the indicated bits.
*
* This undoes the effect of a previous hide() call. It will not reveal the
* node if a parent node has been hidden. However, see show_through().
*/
INLINE void NodePath::
show(DrawMask camera_mask) {
nassertv_always(!is_empty());
camera_mask &= ~PandaNode::get_overall_bit();
node()->adjust_draw_mask(DrawMask::all_off(), DrawMask::all_off(), camera_mask);
}
/**
* Makes the referenced node visible just to the cameras whose camera_mask
* shares the indicated bits.
*
* Unlike show(), this will reveal the node even if a parent node has been
* hidden, thus "showing through" a parent's hide().
*/
INLINE void NodePath::
show_through() {
nassertv_always(!is_empty());
node()->adjust_draw_mask(PandaNode::get_overall_bit(), DrawMask::all_off(), DrawMask::all_off());
}
/**
* Makes the referenced node visible just to the cameras whose camera_mask
* shares the indicated bits.
*
* Unlike show(), this will reveal the node even if a parent node has been
* hidden via the one-parameter hide() method, thus "showing through" a
* parent's hide(). (However, it will not show through a parent's hide() call
* if the no-parameter form of hide() was used.)
*/
INLINE void NodePath::
show_through(DrawMask camera_mask) {
nassertv_always(!is_empty());
camera_mask &= ~PandaNode::get_overall_bit();
node()->adjust_draw_mask(camera_mask, DrawMask::all_off(), DrawMask::all_off());
}
/**
* Makes the referenced node (and the entire subgraph below this node)
* invisible to all cameras. It remains part of the scene graph, its bounding
* volume still contributes to its parent's bounding volume, and it will still
* be involved in collision tests.
*/
INLINE void NodePath::
hide() {
nassertv_always(!is_empty());
node()->adjust_draw_mask(DrawMask::all_off(), PandaNode::get_overall_bit(), DrawMask::all_off());
}
/**
* Makes the referenced node invisible just to the cameras whose camera_mask
* shares the indicated bits.
*
* This will also hide any nodes below this node in the scene graph, including
* those nodes for which show() has been called, but it will not hide
* descendent nodes for which show_through() has been called.
*/
INLINE void NodePath::
hide(DrawMask camera_mask) {
nassertv_always(!is_empty());
camera_mask &= ~PandaNode::get_overall_bit();
node()->adjust_draw_mask(DrawMask::all_off(), camera_mask, DrawMask::all_off());
}
/**
* Returns true if the referenced node is hidden from the indicated camera(s)
* either directly, or because some ancestor is hidden.
*/
INLINE bool NodePath::
is_hidden(DrawMask camera_mask) const {
return !get_hidden_ancestor(camera_mask).is_empty();
}
/**
* Returns true if the referenced node is stashed either directly, or because
* some ancestor is stashed.
*/
INLINE bool NodePath::
is_stashed() const {
return !get_stashed_ancestor().is_empty();
}
/**
* Returns the union of all of the into_collide_masks for nodes at this level
* and below. This is the same thing as node()->get_net_collide_mask().
*
* If you want to return what the into_collide_mask of this node itself is,
* without regard to its children, use node()->get_into_collide_mask().
*/
INLINE CollideMask NodePath::
get_collide_mask() const {
nassertr_always(!is_empty(), CollideMask::all_off());
return node()->get_net_collide_mask();
}
/**
* Recursively applies the indicated CollideMask to the into_collide_masks for
* all nodes at this level and below. If node_type is not TypeHandle::none(),
* then only nodes matching (or inheriting from) the indicated PandaNode
* subclass are modified.
*
* The default is to change all bits, but if bits_to_change is not all bits
* on, then only the bits that are set in bits_to_change are modified,
* allowing this call to change only a subset of the bits in the subgraph.
*/
INLINE void NodePath::
set_collide_mask(CollideMask new_mask, CollideMask bits_to_change,
TypeHandle node_type) {
nassertv_always(!is_empty());
if (node_type == TypeHandle::none()) {
node_type = PandaNode::get_class_type();
}
r_set_collide_mask(node(), ~bits_to_change, new_mask & bits_to_change,
node_type);
}
/**
* Returns true if the two paths are equivalent; that is, if they contain the
* same list of nodes in the same order.
*/
INLINE bool NodePath::
operator == (const NodePath &other) const {
return _head == other._head;
}
/**
* Returns true if the two paths are not equivalent.
*/
INLINE bool NodePath::
operator != (const NodePath &other) const {
return _head != other._head;
}
/**
* Returns true if this NodePath sorts before the other one, false otherwise.
* The sorting order of two nonequivalent NodePaths is consistent but
* undefined, and is useful only for storing NodePaths in a sorted container
* like an STL set.
*/
INLINE bool NodePath::
operator < (const NodePath &other) const {
return _head < other._head;
}
/**
* Returns a number less than zero if this NodePath sorts before the other
* one, greater than zero if it sorts after, or zero if they are equivalent.
*
* Two NodePaths are considered equivalent if they consist of exactly the same
* list of nodes in the same order. Otherwise, they are different; different
* NodePaths will be ranked in a consistent but undefined ordering; the
* ordering is useful only for placing the NodePaths in a sorted container
* like an STL set.
*/
INLINE int NodePath::
compare_to(const NodePath &other) const {
// Nowadays, the NodePathComponents at the head are pointerwise equivalent
// if and only if the NodePaths are equivalent. So we only have to compare
// pointers.
if (_head != other._head) {
return _head < other._head ? -1 : 1;
}
return 0;
}
/**
* Recursively walks through the scene graph at this level and below, looking
* for ModelNodes, and calls model_node->set_preserve_transform(PT_drop_node)
* on each one. This allows a subsequent call to flatten_strong() to
* eliminate all of the ModelNodes.
*
* Returns the number of ModelNodes found.
*/
INLINE int NodePath::
clear_model_nodes() {
nassertr_always(!is_empty(), 0);
return r_clear_model_nodes(node());
}
/**
* Associates a user-defined value with a user-defined key which is stored on
* the node. This value has no meaning to Panda; but it is stored
* indefinitely on the node until it is requested again.
*
* Each unique key stores a different string value. There is no effective
* limit on the number of different keys that may be stored or on the length
* of any one key's value.
*/
INLINE void NodePath::
set_tag(const std::string &key, const std::string &value) {
nassertv_always(!is_empty());
node()->set_tag(key, value);
}
/**
* Retrieves the user-defined value that was previously set on this node for
* the particular key, if any. If no value has been previously set, returns
* the empty string. See also get_net_tag().
*/
INLINE std::string NodePath::
get_tag(const std::string &key) const {
// An empty NodePath quietly returns no tags. This makes get_net_tag()
// easier to implement.
if (is_empty()) {
return std::string();
}
return node()->get_tag(key);
}
/**
* Fills the given vector up with the list of tags on this PandaNode.
*
* It is the user's responsibility to ensure that the keys vector is empty
* before making this call; otherwise, the new files will be appended to it.
*/
INLINE void NodePath::
get_tag_keys(vector_string &keys) const {
nassertv_always(!is_empty());
node()->get_tag_keys(keys);
}
/**
* Returns true if a value has been defined on this node for the particular
* key (even if that value is the empty string), or false if no value has been
* set. See also has_net_tag().
*/
INLINE bool NodePath::
has_tag(const std::string &key) const {
// An empty NodePath quietly has no tags. This makes has_net_tag() easier
// to implement.
if (is_empty()) {
return false;
}
return node()->has_tag(key);
}
/**
* Removes the value defined for this key on this particular node. After a
* call to clear_tag(), has_tag() will return false for the indicated key.
*/
INLINE void NodePath::
clear_tag(const std::string &key) {
nassertv_always(!is_empty());
node()->clear_tag(key);
}
/**
* Returns the tag value that has been defined on this node, or the nearest
* ancestor node, for the indicated key. If no value has been defined for the
* indicated key on any ancestor node, returns the empty string. See also
* get_tag().
*/
INLINE std::string NodePath::
get_net_tag(const std::string &key) const {
return find_net_tag(key).get_tag(key);
}
/**
* Returns true if the indicated tag value has been defined on this node or on
* any ancestor node, or false otherwise. See also has_tag().
*/
INLINE bool NodePath::
has_net_tag(const std::string &key) const {
return !find_net_tag(key).is_empty();
}
/**
* Lists the tags to the nout stream, one per line. See
* PandaNode::list_tags() for a variant that allows you to specify the output
* stream.
*/
INLINE void NodePath::
list_tags() const {
nassertv_always(!is_empty());
node()->list_tags(nout);
nout << "\n";
}
/**
* Changes the name of the referenced node.
*/
INLINE void NodePath::
set_name(const std::string &name) {
nassertv_always(!is_empty());
node()->set_name(name);
}
/**
* Returns the name of the referenced node.
*/
INLINE std::string NodePath::
get_name() const {
nassertr_always(!is_empty(), std::string());
return node()->get_name();
}
/**
* Converts the NodePath object into a single stream of data using a
* BamWriter, and returns that data as a string string. Returns empty string
* on failure. This is similar to write_bam_stream().
*
* This method is used by __reduce__ to handle streaming of NodePaths to a
* pickle file.
*/
INLINE vector_uchar NodePath::
encode_to_bam_stream() const {
vector_uchar data;
if (!encode_to_bam_stream(data)) {
data.clear();
}
return data;
}
INLINE std::ostream &operator << (std::ostream &out, const NodePath &node_path) {
node_path.output(out);
return out;
}