// Filename: characterMaker.cxx // Created by: drose (06Mar02) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// #include "characterMaker.h" #include "eggLoader.h" #include "config_egg2pg.h" #include "computedVertices.h" #include "eggGroup.h" #include "eggPrimitive.h" #include "partGroup.h" #include "characterJoint.h" #include "characterJointBundle.h" #include "characterSlider.h" #include "character.h" #include "transformState.h" #include "eggSurface.h" #include "eggCurve.h" #include "modelNode.h" //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::Construtor // Access: Public // Description: //////////////////////////////////////////////////////////////////// CharacterMaker:: CharacterMaker(EggGroup *root, EggLoader &loader) : _loader(loader), _egg_root(root) { _character_node = new Character(_egg_root->get_name()); _bundle = _character_node->get_bundle(); _morph_root = (PartGroup *)NULL; _skeleton_root = new PartGroup(_bundle, ""); } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::make_node // Access: Public // Description: //////////////////////////////////////////////////////////////////// Character *CharacterMaker:: make_node() { make_bundle(); _character_node->_parts = _parts; return _character_node; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::egg_to_part // Access: Public // Description: Returns the PartGroup node associated with the given // egg node. If the egg node is not a node in the // character's hierarchy, returns the top of the // character's hierarchy. //////////////////////////////////////////////////////////////////// PartGroup *CharacterMaker:: egg_to_part(EggNode *egg_node) const { int index = egg_to_index(egg_node); if (index < 0) { // If there's a reference to the geometry outside of the // character, just return the root of the character. return _bundle; } nassertr(index < (int)_parts.size(), NULL); return _parts[index]; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::egg_to_index // Access: Public // Description: Returns the index number associated with the // PartGroup node for the given egg node, or -1. //////////////////////////////////////////////////////////////////// int CharacterMaker:: egg_to_index(EggNode *egg_node) const { NodeMap::const_iterator nmi = _node_map.find(egg_node); if (nmi == _node_map.end()) { return -1; } return (*nmi).second; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::part_to_node // Access: Public // Description: Returns the scene graph node associated with the // given PartGroup node, if there is one. If the // PartGroup does not have an associated node, returns // the character's top node. //////////////////////////////////////////////////////////////////// PandaNode *CharacterMaker:: part_to_node(PartGroup *part) const { if (part->is_of_type(CharacterJoint::get_class_type())) { CharacterJoint *joint = DCAST(CharacterJoint, part); if (joint->_geom_node != (PandaNode *)NULL) { return joint->_geom_node; } } return _character_node; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::create_slider // Access: Public // Description: Creates a new morph slider of the given name, and // returns its index. This is actually called by // ComputedVerticesMaker, which is responsible for // identifying all the unique morph target names. //////////////////////////////////////////////////////////////////// int CharacterMaker:: create_slider(const string &name) { if (_morph_root == (PartGroup *)NULL) { _morph_root = new PartGroup(_bundle, "morph"); } CharacterSlider *slider = new CharacterSlider(_morph_root, name); int index = _parts.size(); _parts.push_back(slider); return index; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::make_bundle // Access: Private // Description: //////////////////////////////////////////////////////////////////// CharacterJointBundle *CharacterMaker:: make_bundle() { build_joint_hierarchy(_egg_root, _skeleton_root); _bundle->sort_descendants(); parent_joint_nodes(_skeleton_root); make_geometry(_egg_root); _character_node->_computed_vertices = _comp_verts_maker.make_computed_vertices(_character_node, *this); return _bundle; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::build_hierarchy // Access: Private // Description: //////////////////////////////////////////////////////////////////// void CharacterMaker:: build_joint_hierarchy(EggNode *egg_node, PartGroup *part) { int index = -1; if (egg_node->is_of_type(EggGroup::get_class_type())) { EggGroup *egg_group = DCAST(EggGroup, egg_node); // Each joint we come across is significant, and gets added to the // hierarchy. Non-joints we encounter are ignored. if (egg_group->get_group_type() == EggGroup::GT_joint) { // We need to get the transform of the joint, and then convert // it to single-precision. LMatrix4d matd; if (egg_group->has_transform()) { matd = egg_group->get_transform(); } else { matd = LMatrix4d::ident_mat(); } LMatrix4f matf = LCAST(float, matd); CharacterJoint *joint = new CharacterJoint(part, egg_group->get_name(), matf); index = _parts.size(); _parts.push_back(joint); if (egg_group->get_dcs_type() != EggGroup::DC_none) { // If the joint requested an explicit DCS, create a node for // it. PT(ModelNode) geom_node = new ModelNode(egg_group->get_name()); geom_node->set_preserve_transform(ModelNode::PT_local); joint->_geom_node = geom_node.p(); } part = joint; } EggGroup::const_iterator ci; for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) { build_joint_hierarchy((*ci), part); } } _node_map[egg_node] = index; } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::parent_joint_nodes // Access: Private // Description: Walks the joint hierarchy, and parents any explicit // nodes created for the joints under the character // node. //////////////////////////////////////////////////////////////////// void CharacterMaker:: parent_joint_nodes(PartGroup *part) { if (part->is_of_type(CharacterJoint::get_class_type())) { CharacterJoint *joint = DCAST(CharacterJoint, part); PandaNode *joint_node = joint->_geom_node; if (joint_node != NULL) { _character_node->add_child(joint_node); joint->add_net_transform(joint_node); joint_node->set_transform(TransformState::make_mat(joint->_net_transform)); } } for (int i = 0; i < part->get_num_children(); i++) { parent_joint_nodes(part->get_child(i)); } } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::make_geometry // Access: Private // Description: //////////////////////////////////////////////////////////////////// void CharacterMaker:: make_geometry(EggNode *egg_node) { if (egg_node->is_of_type(EggPrimitive::get_class_type())) { EggPrimitive *egg_primitive = DCAST(EggPrimitive, egg_node); if (!egg_primitive->empty()) { EggGroupNode *prim_home = determine_primitive_home(egg_primitive); if (prim_home == (EggGroupNode *)NULL && (egg_primitive->is_of_type(EggSurface::get_class_type()) || egg_primitive->is_of_type(EggCurve::get_class_type()))) { // If the primitive would be dynamic but is a parametric // primitive, we can't animate it anyway, so just put the // whole thing under the primitive's parent node. prim_home = egg_primitive->get_parent(); } if (prim_home == (EggGroupNode *)NULL) { // This is a totally dynamic primitive that lives under the // character's node. make_dynamic_primitive(egg_primitive, _egg_root); } else { // This is a static primitive that lives under a particular // node. make_static_primitive(egg_primitive, prim_home); } } } if (egg_node->is_of_type(EggGroupNode::get_class_type())) { EggGroupNode *egg_group = DCAST(EggGroupNode, egg_node); EggGroupNode::const_iterator ci; for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) { make_geometry(*ci); } } } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::make_static_primitive // Access: Private // Description: //////////////////////////////////////////////////////////////////// void CharacterMaker:: make_static_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) { PandaNode *node = part_to_node(egg_to_part(prim_home)); // We need this funny transform to convert from the coordinate // space of the original vertices to that of the new joint node. LMatrix4d transform = egg_primitive->get_vertex_frame() * prim_home->get_node_frame_inv(); _loader.make_nonindexed_primitive(egg_primitive, node, &transform, _comp_verts_maker); } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::make_dynamic_primitive // Access: Private // Description: //////////////////////////////////////////////////////////////////// void CharacterMaker:: make_dynamic_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) { PandaNode *node = part_to_node(egg_to_part(prim_home)); LMatrix4d transform = egg_primitive->get_vertex_frame() * prim_home->get_node_frame_inv(); _loader.make_indexed_primitive(egg_primitive, node, &transform, _comp_verts_maker); } //////////////////////////////////////////////////////////////////// // Function: CharacterMaker::determine_primitive_home // Access: Private // Description: //////////////////////////////////////////////////////////////////// EggGroupNode *CharacterMaker:: determine_primitive_home(EggPrimitive *egg_primitive) { // A primitive's vertices may be referenced by any joint in the // character. Or, the primitive itself may be explicitly placed // under a joint. // If any of the vertices are referenced by multiple joints, or if // any two vertices are referenced by different joints, then the // entire primitive must be considered dynamic. (We'll indicate a // dynamic primitive by returning NULL.) // We need to keep track of the one joint we've encountered so far, // to see if all the vertices are referenced by the same joint. EggGroupNode *home = NULL; EggPrimitive::const_iterator vi; for (vi = egg_primitive->begin(); vi != egg_primitive->end(); ++vi) { EggVertex *vertex = (*vi); if (vertex->gref_size() > 1) { // This vertex is referenced by multiple joints; the primitive // is dynamic. return NULL; } EggGroupNode *vertex_home; if (vertex->gref_size() == 0) { // This vertex is not referenced at all, which means it belongs // right where it is. vertex_home = egg_primitive->get_parent(); } else { nassertr(vertex->gref_size() == 1, NULL); // This vertex is referenced exactly once. vertex_home = *vertex->gref_begin(); } if (home != NULL && home != vertex_home) { // Oops, two vertices are referenced by different joints! The // primitive is dynamic. return NULL; } home = vertex_home; } // This shouldn't be possible, unless there are no vertices--but we // check for that before calling this function. nassertr(home != NULL, NULL); // So, all the vertices are assigned to the same group. This means // the polygon belongs entirely to one joint. // If the group is not, in fact, a joint then we return the first // joint above the group. EggGroup *egg_group = (EggGroup *)NULL; if (home->is_of_type(EggGroup::get_class_type())) { egg_group = DCAST(EggGroup, home); } while (egg_group != (EggGroup *)NULL && egg_group->get_group_type() != EggGroup::GT_joint && egg_group->get_dart_type() == EggGroup::DT_none) { nassertr(egg_group->get_parent() != (EggGroupNode *)NULL, NULL); home = egg_group->get_parent(); egg_group = (EggGroup *)NULL; if (home->is_of_type(EggGroup::get_class_type())) { egg_group = DCAST(EggGroup, home); } } if (egg_group != (EggGroup *)NULL && egg_group->get_group_type() == EggGroup::GT_joint && egg_group->get_dcs_type() == EggGroup::DC_none) { // If the home is a joint without a flag--this is the normal // case--we'll move the polygon under the character node and // animate it from there explicitly. return NULL; } // Otherwise, if the joint *does* have a flag, we'll create // static geometry that we parent directly to the joint node. // We'll also create static geometry for polygons that have no // explicit joint assignment. return home; }