Added to characterJoint
INLINE const LMatrix4 &get_transform() const; CPT(TransformState) get_transform_state() const; This is to reduce the code bloat for freezing a joint using actor. Previously, freezing a joint (using its current transform required two temporary initailizations, a Mat4() and a TransformState in python. tmat = tmat4(); joint.getTransform( tmat); tstate = TransformState( tmat); freeze(..., transform = tstate ) now this can be collapsed down to freeze( ..., transform = joint.getTransformState() )
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@ -12,3 +12,12 @@
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: CharacterJoint::get_transform
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// Access: Published
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// Description: Returns the transform matrix of the joint
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////////////////////////////////////////////////////////////////////
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INLINE const LMatrix4 &CharacterJoint::
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get_transform() const {
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return _value;
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}
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@ -425,6 +425,11 @@ get_transform(LMatrix4 &transform) const {
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transform = _value;
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}
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CPT(TransformState) CharacterJoint::
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get_transform_state() const {
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return TransformState::make_mat( _value );
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterJoint::get_net_transform
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// Access: Published
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@ -16,6 +16,7 @@
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#define CHARACTERJOINT_H
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#include "pandabase.h"
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#include "transformState.h"
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#include "movingPartMatrix.h"
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#include "pandaNode.h"
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@ -64,6 +65,9 @@ PUBLISHED:
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NodePathCollection get_local_transforms();
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void get_transform(LMatrix4 &transform) const;
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INLINE const LMatrix4 &get_transform() const;
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CPT(TransformState) get_transform_state() const;
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void get_net_transform(LMatrix4 &transform) const;
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Character *get_character() const;
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