open_toontown_panda3d/panda/src/chan/animChannel.h

121 lines
3.5 KiB
C++

// Filename: animChannel.h
// Created by: drose (22Feb99)
//
////////////////////////////////////////////////////////////////////
#ifndef ANIMCHANNEL_H
#define ANIMCHANNEL_H
#include <pandabase.h>
#include "animChannelBase.h"
#include <lmatrix.h>
////////////////////////////////////////////////////////////////////
// Class : AnimChannel
// Description : This template class is the parent class for all kinds
// of AnimChannels that return different values.
////////////////////////////////////////////////////////////////////
template<class SwitchType>
class EXPCL_PANDA AnimChannel : public AnimChannelBase {
protected:
// The default constructor is protected: don't try to create an
// AnimChannel without a parent. To create an AnimChannel hierarchy,
// you must first create an AnimBundle, and use that to create any
// subsequent children.
INLINE AnimChannel(const string &name = "");
public:
typedef TYPENAME SwitchType::ValueType ValueType;
INLINE AnimChannel(AnimGroup *parent, const string &name);
virtual void get_value(int frame, ValueType &value)=0;
// These two functions only have meaning for matrix types.
virtual void get_value_no_scale(int frame, ValueType &value);
virtual void get_scale(int frame, float scale[3]);
// The second parameter above should really by LVector3f instead of
// float[3], but there seems to be a compiler bug in EGCS that
// doesn't like that. So we have this kludge for now.
virtual TypeHandle get_value_type() const;
//This class has no Read/Write functions as it is abstract
//and defines no new data
public:
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
AnimChannelBase::init_type();
register_type(_type_handle, SwitchType::get_channel_type_name(),
AnimChannelBase::get_class_type());
}
private:
static TypeHandle _type_handle;
};
// And now we instantiate a few useful types.
class EXPCL_PANDA ACMatrixSwitchType {
public:
typedef LMatrix4f ValueType;
static const char *get_channel_type_name() { return "AnimChannelMatrix"; }
static const char *get_fixed_channel_type_name() { return "AnimChannelMatrixFixed"; }
static const char *get_part_type_name() { return "MovingPart<LMatrix4f>"; }
static void write_datagram(Datagram &dest, ValueType& me)
{
me.write_datagram(dest);
}
static void read_datagram(DatagramIterator &source, ValueType& me)
{
me.read_datagram(source);
}
};
EXPORT_TEMPLATE_CLASS(EXPCL_PANDA, EXPTP_PANDA, AnimChannel<ACMatrixSwitchType>);
typedef AnimChannel<ACMatrixSwitchType> AnimChannelMatrix;
class EXPCL_PANDA ACScalarSwitchType {
public:
typedef float ValueType;
static const char *get_channel_type_name() { return "AnimChannelScalar"; }
static const char *get_fixed_channel_type_name() { return "AnimChannelScalarFixed"; }
static const char *get_part_type_name() { return "MovingPart<float>"; }
static void write_datagram(Datagram &dest, ValueType& me)
{
dest.add_float64(me);
}
static void read_datagram(DatagramIterator &source, ValueType& me)
{
me = source.get_float64();
}
};
EXPORT_TEMPLATE_CLASS(EXPCL_PANDA, EXPTP_PANDA, AnimChannel<ACScalarSwitchType>);
typedef AnimChannel<ACScalarSwitchType> AnimChannelScalar;
#include "animChannel.I"
// Tell GCC that we'll take care of the instantiation explicitly here.
#ifdef __GNUC__
#pragma interface
#endif
#endif