open_toontown_panda3d/panda/src/sgmanip/nodePath.h

559 lines
19 KiB
C++

// Filename: nodePath.h
// Created by: drose (05Mar00)
//
////////////////////////////////////////////////////////////////////
#ifndef NODEPATH_H
#define NODEPATH_H
#include <pandabase.h>
#include "nodePathBase.h"
#include "nodePathCollection.h"
#include <allTransitionsWrapper.h>
#include <renderRelation.h>
#include <dataRelation.h>
#include <transformTransition.h>
#include <colorMatrixTransition.h>
#include <alphaTransformTransition.h>
#include <colorTransition.h>
#include <textureTransition.h>
#include <materialTransition.h>
#include <material.h>
#include <fogTransition.h>
#include <compose_matrix.h>
#include <renderModeTransition.h>
#include <cullFaceTransition.h>
#include <transparencyTransition.h>
#include <billboardTransition.h>
#include <geomBinTransition.h>
#include <pruneTransition.h>
#include <namedNode.h>
#include <map>
class FindApproxLevel;
class FindApproxPath;
class Texture;
class Fog;
class Camera;
class AllTransitionsWrapper;
class GraphicsStateGuardianBase;
//
// A NodePath is the fundamental unit of high-level interaction with
// the scene graph. It encapsulates the complete path down to a node
// from some other node, usually the root of the scene graph. This
// conveniently resolves ambiguities associated with instancing and
// protects the user from having to keep track of nodes and arcs
// separately.
//
// NodePath also contains a number of handy methods for common
// scene-graph manipulations, such as reparenting, and common state
// changes, such as repositioning.
//
// There are also a number of NodePath methods for finding nodes deep
// within the tree by name or by type. These take a path string,
// which at its simplest consists of a series of node names separated
// by slashes, like a directory pathname.
//
// Each component of the path string may optionally consist of one of
// the following special names, instead of a node name:
//
// * -- matches exactly one node, with any name.
// ** -- matches any sequence of zero or more nodes.
// +typename -- matches any node that is or derives from the given type.
// -typename -- matches any node that is the given type exactly.
//
// Furthermore, a node name may itself contain standard filename
// globbing characters, like *, ?, and [a-z], that will be accepted as
// a partial match. (In fact, the '*' special name may be seen as
// just a special case of this.) The globbing characters may not be
// used with the typename matches.
//
// The special characters "@@", appearing at the beginning of a node
// name, indicate a stashed node. Normally, stashed nodes are not
// returned by a find (but see the special flags, below), but a
// stashed node may be found if it is explicitly named with its
// leading @@ characters. By extension, "@@*" may be used to identify
// any stashed node.
//
// Examples:
//
// "room//graph" will look for a node named "graph", which is a child
// of an unnamed node, which is a child of a node named "room", which
// is a child of the starting path.
//
// "**/red*" will look for any node anywhere in the tree (below the
// starting path) with a name that begins with "red".
//
// "**/+PartBundleNode/**/head" will look for a node named "head",
// somewhere below a PartBundleNode anywhere in the tree.
//
//
// The search is always potentially ambiguous, even if the special
// wildcard operators are not used, because there may be multiple
// nodes in the tree with the same name. In general, in the case of
// an ambiguity, the shortest path is preferred; when a method (such
// as extend_by) must choose only only one of several possible paths,
// it will choose the shortest available; on the other hand, when a
// method (such as find_all_matches) is to return all of the matching
// paths, it will sort them so that the shortest paths appear first in
// the output.
//
//
// Special flags. The entire string may optionally be followed by the
// ";" character, followed by one or more of the following special
// control flags, with no intervening spaces or punctuation:
//
// -h Do not return hidden nodes.
// +h Do return hidden nodes.
// -s Do not return stashed nodes unless explicitly referenced with @@.
// +s Return stashed nodes even without any explicit @@ characters.
//
// The default flags are +h-s.
//
////////////////////////////////////////////////////////////////////
// Class : NodePath
// Description : A NodePath represents a complete path through the
// scene graph between two particular nodes (e.g. render
// to a GeomNode). It thus unambiguously defines
// instances, especially when it is rooted at the top of
// the graph.
//
// This class does not have any data members or
// additional virtual functions; it's just interface.
// All of the data is defined in the base class,
// NodePathBase. This is important so that
// NodePathCollection can work correctly without knowing
// exactly what a NodePath is.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA NodePath : public NodePathBase {
PUBLISHED:
INLINE NodePath(TypeHandle graph_type = RenderRelation::get_class_type());
INLINE NodePath(Node *top_node, TypeHandle graph_type = RenderRelation::get_class_type());
INLINE NodePath(const ArcChain &chain, TypeHandle graph_type);
INLINE NodePath(const NodePathBase &copy);
INLINE void operator = (const NodePath &copy);
INLINE ~NodePath();
INLINE bool operator == (const NodePath &other) const;
INLINE bool operator != (const NodePath &other) const;
INLINE int compare_to(const NodePath &other) const;
INLINE void set_graph_type(TypeHandle graph_type);
INLINE TypeHandle get_graph_type() const;
INLINE static void set_max_search_depth(int max_search_depth);
INLINE static int get_max_search_depth();
// Methods to extend or shorten a NodePath.
bool extend_by(Node *dnode);
bool extend_by(NodeRelation *darc);
bool extend_by(const NodePath &other);
bool extend_by(const string &path);
bool extend_down_to(Node *dnode);
void shorten(int num_nodes = 1);
void clear();
// Methods to query a NodePath's contents.
INLINE bool is_empty() const;
INLINE bool is_singleton() const;
INLINE bool has_arcs() const;
int get_num_nodes() const;
Node *get_node(int index) const;
INLINE int get_num_arcs() const;
NodeRelation *get_arc(int index) const;
Node *get_top_node() const;
INLINE Node *node() const;
INLINE NodeRelation *arc() const;
// Methods to manage the disconnected NodePaths that can result if
// two NodePaths independently reference the same path, and one of
// them is reparented.
int share_with(const NodePath &other);
bool verify_connectivity() const;
bool amputate_badness();
bool repair_connectivity(const NodePath &top);
// Methods that return collections of NodePaths derived from or
// related to this one.
NodePathCollection get_siblings() const;
NodePathCollection get_children() const;
INLINE int get_num_children() const;
INLINE NodePath get_child(int n) const;
INLINE bool has_parent() const;
INLINE NodePath get_parent() const;
INLINE NodePath find_path_down_to(Node *dnode) const;
INLINE NodePath find(const string &path) const;
NodePathCollection
find_all_paths_down_to(Node *dnode) const;
NodePathCollection
find_all_matches(const string &path) const;
NodePath find_singular_transform() const;
// Methods that actually move nodes around in the scene graph. The
// optional "sort" parameter can be used to force a particular
// ordering between sibling nodes, useful when dealing with LOD's
// and similar switch nodes. If the sort value is the same, bnodes
// will be arranged in the order they were added.
void reparent_to(const NodePath &other, int sort = 0);
void wrt_reparent_to(const NodePath &other, int sort = 0);
NodePath instance_to(const NodePath &other, int sort = 0) const;
NodePath copy_to(const NodePath &other, int sort = 0) const;
NodePath attach_new_node(Node *dnode, int sort = 0) const;
INLINE NodePath attach_new_node(const string &name, int sort = 0) const;
void remove_node();
// Handy ways to look at what's there, and other miscellaneous
// operations.
string as_string(int start_at_node = 0) const;
INLINE void output(ostream &out) const;
void write_transitions(ostream &out, int indent_level = 0) const;
AllTransitionsWrapper get_net_transitions() const;
INLINE void ls() const;
INLINE void ls(ostream &out, int indent_level = 0) const;
INLINE void ls_transitions() const;
INLINE void ls_transitions(ostream &out, int indent_level = 0) const;
void analyze() const;
int flatten_light();
int flatten_medium();
int flatten_strong();
bool write_bam_file(const string &filename) const;
// The remaining methods operate on scene graph attributes,
// according to the arc above the bottom node. In general, it is
// valid to call these only if !is_empty() && !is_singleton().
// Methods that get and set the matrix transform: pos, hpr, scale,
// in the local coordinate system. These affect the transform at
// the bottom level only.
INLINE void set_pos(float x, float y, float z);
void set_pos(const LVecBase3f &pos);
void set_x(float x);
void set_y(float y);
void set_z(float z);
LPoint3f get_pos() const;
INLINE float get_x() const;
INLINE float get_y() const;
INLINE float get_z() const;
INLINE void set_hpr(float h, float p, float r);
void set_hpr(const LVecBase3f &hpr);
void set_h(float h);
void set_p(float p);
void set_r(float r);
LVecBase3f get_hpr() const;
INLINE float get_h() const;
INLINE float get_p() const;
INLINE float get_r() const;
INLINE void set_scale(float scale);
INLINE void set_scale(float sx, float sy, float sz);
void set_scale(const LVecBase3f &sv3);
void set_sx(float sx);
void set_sy(float sy);
void set_sz(float sz);
LVecBase3f get_scale() const;
INLINE float get_sx() const;
INLINE float get_sy() const;
INLINE float get_sz() const;
INLINE void set_pos_hpr(float x, float y, float z,
float h, float p, float r);
void set_pos_hpr(const LVecBase3f &pos,
const LVecBase3f &hpr);
INLINE void set_pos_hpr_scale(float x, float y, float z,
float h, float p, float r,
float sx, float sy, float sz);
void set_pos_hpr_scale(const LVecBase3f &pos,
const LVecBase3f &hpr,
const LVecBase3f &scale);
void set_mat(const LMatrix4f &mat);
INLINE void clear_mat();
INLINE bool has_mat() const;
INLINE LMatrix4f get_mat() const;
INLINE bool has_color_scale() const;
INLINE void clear_color_scale();
void set_color_scale(const LVecBase4f &sv4);
INLINE void set_color_scale(float sx, float sy, float sz, float sa);
INLINE void set_sr(float sr);
INLINE void set_sg(float sg);
INLINE void set_sb(float sb);
INLINE void set_sa(float sa);
LVecBase4f get_color_scale() const;
INLINE float get_sr() const;
INLINE float get_sg() const;
INLINE float get_sb() const;
INLINE float get_sa() const;
INLINE void look_at(float x, float y, float z);
void look_at(const LPoint3f &point, const LVector3f &up = LVector3f::up());
INLINE void heads_up(float x, float y, float z);
void heads_up(const LPoint3f &point, const LVector3f &up = LVector3f::up());
INLINE void look_at_preserve_scale(float x, float y, float z);
void look_at_preserve_scale(const LPoint3f &point, const LVector3f &up = LVector3f::up());
INLINE void heads_up_preserve_scale(float x, float y, float z);
void heads_up_preserve_scale(const LPoint3f &point, const LVector3f &up = LVector3f::up());
INLINE void print_pos() const;
INLINE void print_hpr() const;
INLINE void print_scale() const;
INLINE void print_pos_hpr() const;
INLINE void print_pos_hpr_scale() const;
INLINE void print_mat() const;
INLINE void print_color_scale() const;
// Methods that get and set the matrix transforms relative to some
// other node in the scene graph. These perform an implicit wrt().
INLINE void set_pos(const NodePath &other, float x, float y, float z);
void set_pos(const NodePath &other, const LVecBase3f &pos);
void set_x(const NodePath &other, float x);
void set_y(const NodePath &other, float y);
void set_z(const NodePath &other, float z);
INLINE LPoint3f get_pos(const NodePath &other) const;
INLINE float get_x(const NodePath &other) const;
INLINE float get_y(const NodePath &other) const;
INLINE float get_z(const NodePath &other) const;
INLINE void set_hpr(const NodePath &other, float h, float p, float r);
void set_hpr(const NodePath &other, const LVecBase3f &hpr);
void set_h(const NodePath &other, float h);
void set_p(const NodePath &other, float p);
void set_r(const NodePath &other, float r);
INLINE LVecBase3f get_hpr(const NodePath &other) const;
INLINE float get_h(const NodePath &other) const;
INLINE float get_p(const NodePath &other) const;
INLINE float get_r(const NodePath &other) const;
INLINE void set_scale(const NodePath &other, float sx, float sy, float sz);
void set_scale(const NodePath &other, const LVecBase3f &scale);
void set_sx(const NodePath &other, float sx);
void set_sy(const NodePath &other, float sy);
void set_sz(const NodePath &other, float sz);
LVecBase3f get_scale(const NodePath &other) const;
INLINE float get_sx(const NodePath &other) const;
INLINE float get_sy(const NodePath &other) const;
INLINE float get_sz(const NodePath &other) const;
INLINE void set_pos_hpr(const NodePath &other,
float x, float y, float z,
float h, float p, float r);
void set_pos_hpr(const NodePath &other,
const LVecBase3f &pos,
const LVecBase3f &hpr);
INLINE void set_pos_hpr_scale(const NodePath &other,
float x, float y, float z,
float h, float p, float r,
float sx, float sy, float sz);
void set_pos_hpr_scale(const NodePath &other,
const LVecBase3f &pos,
const LVecBase3f &hpr,
const LVecBase3f &scale);
void set_mat(const NodePath &other, const LMatrix4f &mat);
LMatrix4f get_mat(const NodePath &other) const;
INLINE void look_at(const NodePath &other,
float x, float y, float z);
void look_at(const NodePath &other,
const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
const LVector3f &up = LVector3f::up());
INLINE void heads_up(const NodePath &other,
float x, float y, float z);
void heads_up(const NodePath &other,
const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
const LVector3f &up = LVector3f::up());
INLINE void look_at_preserve_scale(const NodePath &other,
float x, float y, float z);
void look_at_preserve_scale(const NodePath &other,
const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
const LVector3f &up = LVector3f::up());
INLINE void heads_up_preserve_scale(const NodePath &other,
float x, float y, float z);
void heads_up_preserve_scale(const NodePath &other,
const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
const LVector3f &up = LVector3f::up());
INLINE void print_pos(const NodePath &other) const;
INLINE void print_hpr(const NodePath &other) const;
INLINE void print_scale(const NodePath &other) const;
INLINE void print_pos_hpr(const NodePath &other) const;
INLINE void print_pos_hpr_scale(const NodePath &other) const;
INLINE void print_mat(const NodePath &other) const;
INLINE float get_distance(const NodePath &other) const;
// Methods that affect appearance of geometry: color, texture, etc.
// These affect the state at the bottom level only.
INLINE void set_color(float r, float g, float b, float a = 1.0,
int priority = 0);
void set_color(const Colorf &color, int priority = 0);
void set_color_off(int priority = 0);
INLINE void clear_color();
INLINE bool has_color() const;
Colorf get_color() const;
void set_bin(const string &bin_name, int draw_order, int priority = 0);
INLINE void clear_bin();
INLINE bool has_bin() const;
string get_bin_name() const;
int get_bin_draw_order() const;
void set_texture(Texture *tex, int priority = 0);
void set_texture_off(int priority = 0);
INLINE void clear_texture();
bool has_texture() const;
bool has_texture_off() const;
Texture *get_texture() const;
void set_material(Material *tex, int priority = 0);
INLINE void clear_material();
bool has_material() const;
PT(Material) get_material() const;
void set_fog(Fog *fog, int priority = 0);
void set_fog_off(int priority = 0);
INLINE void clear_fog();
bool has_fog() const;
bool has_fog_off() const;
Fog *get_fog() const;
void set_render_mode_wireframe(int priority = 0);
void set_render_mode_filled(int priority = 0);
INLINE void clear_render_mode();
INLINE bool has_render_mode() const;
void set_two_sided(bool two_sided, int priority = 0);
INLINE void clear_two_sided();
INLINE bool has_two_sided() const;
bool get_two_sided() const;
void do_billboard_axis(const NodePath &camera, float offset);
void do_billboard_point_eye(const NodePath &camera, float offset);
void do_billboard_point_world(const NodePath &camera, float offset);
INLINE void set_billboard_axis(float offset = 0.0);
INLINE void set_billboard_point_eye(float offset = 0.0);
INLINE void set_billboard_point_world(float offset = 0.0);
INLINE void clear_billboard();
INLINE bool has_billboard() const;
void set_transparency(bool transparency, int priority = 0);
INLINE void clear_transparency();
INLINE bool has_transparency() const;
bool get_transparency() const;
INLINE void adjust_all_priorities(int adjustment);
INLINE void show();
INLINE void hide();
INLINE void show_collision_solids();
INLINE void hide_collision_solids();
INLINE bool is_hidden() const;
NodePath get_hidden_ancestor() const;
INLINE void stash();
INLINE void unstash();
INLINE bool is_stashed() const;
NodePath get_stashed_ancestor() const;
void prepare_scene(GraphicsStateGuardianBase *gsg);
void show_bounds();
void hide_bounds();
PT(BoundingVolume) get_bounds() const;
void write_bounds(ostream &out) const;
private:
bool r_extend_by(const ArcComponent *other);
int r_as_string(const ArcComponent *comp, string &result,
int skip_nodes) const;
void r_write_transitions(const ArcComponent *comp,
ostream &out, int indent_level) const;
void r_get_net_transitions(const ArcComponent *comp,
AllTransitionsWrapper &trans) const;
string format_node_name(Node *dnode) const;
string format_arc_name(NodeRelation *arc) const;
void find_matches(NodePathCollection &result,
const string &approx_path_str,
int max_matches) const;
void find_matches(NodePathCollection &result,
FindApproxPath &approx_path,
int max_matches) const;
void r_find_matches(NodePathCollection &result,
const FindApproxLevel &level,
int max_matches, int num_levels_remaining) const;
void r_list_descendants(ostream &out, int indent_level) const;
void r_list_transitions(ostream &out, int indent_level) const;
void r_adjust_all_priorities(NodeRelation *arc, int adjustment);
// It's important that there are no data members in this class. Put
// them in NodePathBase instead.
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
NodePathBase::init_type();
register_type(_type_handle, "NodePath",
NodePathBase::get_class_type());
}
private:
static TypeHandle _type_handle;
friend class NodePathCollection;
};
INLINE ostream &operator << (ostream &out, const NodePath &path) {
path.output(out);
return out;
}
#include "nodePath.I"
#endif