open_toontown_panda3d/panda/src/pgraphnodes/nodeCullCallbackData.cxx

62 lines
1.8 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file nodeCullCallbackData.cxx
* @author drose
* @date 2009-03-13
*/
#include "nodeCullCallbackData.h"
#include "callbackNode.h"
#include "cullTraverser.h"
#include "cullTraverserData.h"
#include "cullableObject.h"
#include "cullHandler.h"
TypeHandle NodeCullCallbackData::_type_handle;
/**
*
*/
void NodeCullCallbackData::
output(std::ostream &out) const {
out << get_type() << "(" << (void *)_trav << ", " << (void *)&_data << ")";
}
/**
* You should make this call during the callback if you want to continue the
* normal rendering function that would have been done in the absence of a
* callback.
*
* Specifically, this method will add this node to the draw queue, and
* continue the cull traversal for all the nodes below. If you omit this
* call, this node and its children will be pruned from the render result.
*/
void NodeCullCallbackData::
upcall() {
PandaNode *node = _data.node();
if (node->is_of_type(CallbackNode::get_class_type())) {
CallbackNode *cbnode = (CallbackNode *)node;
// OK, render this node. Rendering a CallbackNode means creating a
// CullableObject for the draw_callback, if any. We don't need to pass
// any Geoms, however.
CallbackObject *cbobj = cbnode->get_draw_callback();
if (cbobj != nullptr) {
CullableObject *object =
new CullableObject(nullptr, _data._state,
_data.get_internal_transform(_trav));
object->set_draw_callback(cbobj);
_trav->get_cull_handler()->record_object(object, _trav);
}
}
// Now traverse below.
_trav->traverse_below(_data);
}