open_toontown_panda3d/panda/src/char/character.h

135 lines
4.1 KiB
C++

// Filename: character.h
// Created by: drose (06Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef CHARACTER_H
#define CHARACTER_H
#include "pandabase.h"
#include "computedVertices.h"
#include "partBundleNode.h"
#include "vector_PartGroupStar.h"
#include "pointerTo.h"
#include "geom.h"
#include "pStatCollector.h"
class CharacterJointBundle;
class ComputedVertices;
////////////////////////////////////////////////////////////////////
// Class : Character
// Description : An animated character, with skeleton-morph animation
// and either soft-skinned or hard-skinned vertices.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA Character : public PartBundleNode {
protected:
Character(const Character &copy);
public:
Character(const string &name);
virtual ~Character();
virtual PandaNode *make_copy() const;
virtual bool safe_to_transform() const;
virtual bool has_cull_callback() const;
virtual bool cull_callback(CullTraverser *trav, CullTraverserData &data);
PUBLISHED:
INLINE CharacterJointBundle *get_bundle() const;
INLINE ComputedVertices *get_computed_vertices() const;
INLINE int get_num_parts() const;
INLINE PartGroup *get_part(int n) const;
INLINE void write_parts(ostream &out) const;
INLINE void write_part_values(ostream &out) const;
void update_to_now();
void update();
void force_update();
private:
void copy_joints(PartGroup *copy, PartGroup *orig);
typedef pmap<const PandaNode *, PandaNode *> NodeMap;
virtual void r_copy_children(const PandaNode *from, InstanceMap &inst_map);
void r_copy_char(PandaNode *dest, const PandaNode *source,
const Character *from, NodeMap &node_map);
PT(Geom) copy_geom(Geom *source, const Character *from);
void copy_node_pointers(const Character *from, const NodeMap &node_map);
// These are the actual dynamic vertex pools for this Character's
// ComputedVertices--the vertices that it will recompute each frame
// based on the soft-skinning and morphing requirements. Note that
// we store this concretely, instead of as a pointer, just because
// we don't really need to make it a pointer.
DynamicVertices _cv;
// And this is the object that animates them. It *is* a pointer, so
// it can be shared between multiple instances of this Character.
PT(ComputedVertices) _computed_vertices;
// This vector is used by the ComputedVertices object to index back
// into our joints and sliders.
typedef vector_PartGroupStar Parts;
Parts _parts;
// Statistics
PStatCollector _char_pcollector;
static PStatCollector _anim_pcollector;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
virtual int complete_pointers(TypedWritable **plist,
BamReader *manager);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
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() {
PartBundleNode::init_type();
register_type(_type_handle, "Character",
PartBundleNode::get_class_type());
}
private:
static TypeHandle _type_handle;
friend class CharacterMaker;
friend class ComputedVerticesMaker;
friend class ComputedVertices;
};
#include "character.I"
#endif