open_toontown_panda3d/panda/src/chan/animControl.cxx

232 lines
7.6 KiB
C++

// Filename: animControl.cxx
// Created by: drose (19Feb99)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#include "animControl.h"
#include "animChannelBase.h"
#include "partBundle.h"
#include "config_chan.h"
#include "dcast.h"
#include "mutexHolder.h"
#include "throw_event.h"
TypeHandle AnimControl::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: AnimControl::Constructor
// Access: Public
// Description: This constructor is used to create a temporarily
// uninitialized AnimControl that will serve as a
// placeholder for an animation while the animation is
// being loaded during an asynchronous load-and-bind
// operation.
////////////////////////////////////////////////////////////////////
AnimControl::
AnimControl(const string &name, PartBundle *part,
double frame_rate, int num_frames) :
Namable(name),
_pending_lock(name),
_pending_cvar(_pending_lock),
_bound_joints(BitArray::all_on())
{
#ifdef DO_MEMORY_USAGE
MemoryUsage::update_type(this, get_class_type());
#endif
_pending = true;
_part = part;
_anim = NULL;
_channel_index = -1;
set_frame_rate(frame_rate);
set_num_frames(num_frames);
_marked_frame = -1;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::setup_anim
// Access: Public
// Description: This can only be called once for a given AnimControl.
// It is used to supply the AnimBundle and related
// information.
////////////////////////////////////////////////////////////////////
void AnimControl::
setup_anim(PartBundle *part, AnimBundle *anim, int channel_index,
const BitArray &bound_joints) {
MutexHolder holder(_pending_lock);
nassertv(_pending && part == _part);
nassertv(_anim == (AnimBundle *)NULL);
_anim = anim;
_channel_index = channel_index;
_bound_joints = bound_joints;
set_frame_rate(_anim->get_base_frame_rate());
set_num_frames(_anim->get_num_frames());
// Now the AnimControl is fully set up.
_marked_frame = -1;
_pending = false;
_pending_cvar.signal_all();
if (!_pending_done_event.empty()) {
throw_event(_pending_done_event);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::fail_anim
// Access: Public
// Description: This can only be called once for a given AnimControl.
// It indicates the attempt to bind it asynchronously
// has failed.
////////////////////////////////////////////////////////////////////
void AnimControl::
fail_anim(PartBundle *part) {
MutexHolder holder(_pending_lock);
nassertv(_pending && part == _part);
_pending = false;
_pending_cvar.signal_all();
if (!_pending_done_event.empty()) {
throw_event(_pending_done_event);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::Destructor
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
AnimControl::
~AnimControl() {
get_part()->set_control_effect(this, 0.0f);
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::wait_pending
// Access: Published
// Description: Blocks the current thread until the AnimControl has
// finished loading and is fully bound.
////////////////////////////////////////////////////////////////////
void AnimControl::
wait_pending() {
MutexHolder holder(_pending_lock);
while (_pending) {
_pending_cvar.wait();
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::set_pending_done_event
// Access: Published
// Description: Specifies an event name that will be thrown when the
// AnimControl is finished binding asynchronously. If
// the AnimControl has already finished binding, the
// event will be thrown immediately.
////////////////////////////////////////////////////////////////////
void AnimControl::
set_pending_done_event(const string &done_event) {
MutexHolder holder(_pending_lock);
_pending_done_event = done_event;
if (!_pending) {
throw_event(_pending_done_event);
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::get_pending_done_event
// Access: Published
// Description: Returns the event name that will be thrown when the
// AnimControl is finished binding asynchronously.
////////////////////////////////////////////////////////////////////
string AnimControl::
get_pending_done_event() const {
MutexHolder holder(_pending_lock);
return _pending_done_event;
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::get_part
// Access: Published
// Description: Returns the PartBundle bound in with this
// AnimControl.
////////////////////////////////////////////////////////////////////
PartBundle *AnimControl::
get_part() const {
return DCAST(PartBundle, _part);
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::output
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void AnimControl::
output(ostream &out) const {
out << "AnimControl(" << get_name() << ", " << get_part()->get_name()
<< ": ";
AnimInterface::output(out);
out << ")";
if (is_pending()) {
out << " (pending bind)";
} else if (!has_anim()) {
out << " (failed bind)";
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::channel_has_changed
// Access: Public
// Description: Returns true if the indicated channel value has
// changed since the last call to mark_channels().
////////////////////////////////////////////////////////////////////
bool AnimControl::
channel_has_changed(AnimChannelBase *channel, bool frame_blend_flag) const {
if (_marked_frame < 0) {
return true;
}
int this_frame = get_frame();
double this_frac = 0.0;
if (frame_blend_flag) {
this_frac = get_frac();
}
return channel->has_changed(_marked_frame, _marked_frac,
this_frame, this_frac);
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::mark_channels
// Access: Public
// Description: Marks this point as the point of reference for the
// next call to channel_has_changed().
////////////////////////////////////////////////////////////////////
void AnimControl::
mark_channels(bool frame_blend_flag) {
_marked_frame = get_frame();
_marked_frac = 0.0;
if (frame_blend_flag) {
_marked_frac = get_frac();
}
}
////////////////////////////////////////////////////////////////////
// Function: AnimControl::animation_activated
// Access: Protected, Virtual
// Description: This is provided as a callback method for when the
// user calls one of the play/loop/pose type methods to
// start the animation playing.
////////////////////////////////////////////////////////////////////
void AnimControl::
animation_activated() {
get_part()->control_activated(this);
}