enhancements from Erik Pojar
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2b3206240b
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54c51cba47
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@ -25,6 +25,9 @@
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#include "textureAttrib.h"
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#include "cullFaceAttrib.h"
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#include "lodNode.h"
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#include "switchNode.h"
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#include "sequenceNode.h"
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#include "collisionNode.h"
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#include "geomNode.h"
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#include "geom.h"
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#include "geomTriangles.h"
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@ -150,6 +153,15 @@ convert_node(const WorkingNodePath &node_path, EggGroupNode *egg_parent,
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} else if (node->is_of_type(LODNode::get_class_type())) {
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convert_lod_node(DCAST(LODNode, node), node_path, egg_parent, has_decal);
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} else if (node->is_of_type(SequenceNode::get_class_type())) {
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convert_sequence_node(DCAST(SequenceNode, node), node_path, egg_parent, has_decal);
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} else if (node->is_of_type(SwitchNode::get_class_type())) {
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convert_switch_node(DCAST(SwitchNode, node), node_path, egg_parent, has_decal);
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} else if (node->is_of_type(CollisionNode::get_class_type())) {
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convert_collision_node(DCAST(CollisionNode, node), node_path, egg_parent, has_decal);
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} else {
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// Just a generic node.
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EggGroup *egg_group = new EggGroup(node->get_name());
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@ -208,6 +220,97 @@ convert_lod_node(LODNode *node, const WorkingNodePath &node_path,
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: BamToEgg::convert_sequence_node
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// Access: Private
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// Description: Converts the indicated SequenceNode to the corresponding
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// Egg constructs.
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////////////////////////////////////////////////////////////////////
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void BamToEgg::
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convert_sequence_node(SequenceNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal) {
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// A sequence node gets converted to an ordinary EggGroup, we only apply
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// the appropriate switch attributes to turn it into a sequence
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EggGroup *egg_group = new EggGroup(node->get_name());
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egg_parent->add_child(egg_group);
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apply_node_properties(egg_group, node);
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// turn it into a sequence with the right frame-rate
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egg_group->set_switch_flag(true);
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egg_group->set_switch_fps(node->get_frame_rate());
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int num_children = node->get_num_children();
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for (int i = 0; i < num_children; i++) {
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PandaNode *child = node->get_child(i);
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// Convert just this one node to an EggGroup.
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PT(EggGroup) next_group = new EggGroup;
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convert_node(WorkingNodePath(node_path, child), next_group, has_decal);
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egg_group->add_child(next_group.p());
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: BamToEgg::convert_switch_node
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// Access: Private
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// Description: Converts the indicated SwitchNode to the corresponding
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// Egg constructs.
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////////////////////////////////////////////////////////////////////
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void BamToEgg::
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convert_switch_node(SwitchNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal) {
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// A sequence node gets converted to an ordinary EggGroup, we only apply
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// the appropriate switch attributes to turn it into a sequence
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EggGroup *egg_group = new EggGroup(node->get_name());
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egg_parent->add_child(egg_group);
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apply_node_properties(egg_group, node);
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// turn it into a switch..
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egg_group->set_switch_flag(true);
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recurse_nodes(node_path, egg_group, has_decal);
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}
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////////////////////////////////////////////////////////////////////
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// Function: BamToEgg::convert_collision_node
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// Access: Private
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// Description: Converts the indicated CollisionNode to the corresponding
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// Egg constructs.
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////////////////////////////////////////////////////////////////////
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void BamToEgg::
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convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal) {
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// A sequence node gets converted to an ordinary EggGroup, we only apply
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// the appropriate switch attributes to turn it into a sequence
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EggGroup *egg_group = new EggGroup(node->get_name());
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egg_parent->add_child(egg_group);
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apply_node_properties(egg_group, node);
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// turn it into a collision node
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egg_group->set_cs_type(EggGroup::CST_polyset);
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egg_group->set_collide_flags(EggGroup::CF_descend);
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/*
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int num_solids = node->get_num_solids();
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// traverse solids
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for (int i = 0; i < num_solids; i++) {
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PandaNode *child = node->get_solid(i);
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// Convert just this one node to an EggGroup.
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PT(EggGroup) next_group = new EggGroup;
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convert_node(WorkingNodePath(node_path, child), next_group, has_decal);
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egg_group->add_child(next_group.p());
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}*/
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// recurse over children - hm. do I need to do this?
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recurse_nodes(node_path, egg_group, has_decal);
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}
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////////////////////////////////////////////////////////////////////
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// Function: BamToEgg::convert_geom_node
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// Access: Private
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@ -28,6 +28,9 @@ class EggGroupNode;
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class EggVertexPool;
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class EggTexture;
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class LODNode;
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class SequenceNode;
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class SwitchNode;
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class CollisionNode;
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class GeomNode;
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class GeomTri;
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class GeomVertexData;
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@ -53,6 +56,12 @@ private:
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bool has_decal);
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void convert_lod_node(LODNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal);
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void convert_sequence_node(SequenceNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal);
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void convert_switch_node(SwitchNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal);
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void convert_collision_node(CollisionNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal);
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void convert_geom_node(GeomNode *node, const WorkingNodePath &node_path,
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EggGroupNode *egg_parent, bool has_decal);
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void convert_triangles(const GeomVertexData *vertex_data,
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