open_toontown_panda3d/panda/src/chan/animControl.cxx

217 lines
5.3 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 animControl.cxx
* @author drose
* @date 1999-02-19
*/
#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;
/**
* 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 std::string &name, PartBundle *part,
double frame_rate, int num_frames) :
Namable(name),
_pending_lock(name),
_pending_cvar(_pending_lock),
_bound_joints(BitArray::all_on()),
_part(part)
{
#ifdef DO_MEMORY_USAGE
MemoryUsage::update_type(this, get_class_type());
#endif
_pending = true;
_anim = nullptr;
_channel_index = -1;
set_frame_rate(frame_rate);
set_num_frames(num_frames);
_marked_frame = -1;
}
/**
* 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 == nullptr);
_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.notify_all();
if (!_pending_done_event.empty()) {
throw_event(_pending_done_event);
}
}
/**
* Called to initialize the AnimControl with its array of bound_joints, before
* setup_anim() has completed.
*/
void AnimControl::
set_bound_joints(const BitArray &bound_joints) {
MutexHolder holder(_pending_lock);
_bound_joints = bound_joints;
}
/**
* 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.notify_all();
if (!_pending_done_event.empty()) {
throw_event(_pending_done_event);
}
}
/**
*
*/
AnimControl::
~AnimControl() {
get_part()->control_removed(this);
}
/**
* Blocks the current thread until the AnimControl has finished loading and is
* fully bound.
*/
void AnimControl::
wait_pending() {
MutexHolder holder(_pending_lock);
if (_pending) {
// TODO: we should elevate the priority of the associated BindAnimRequest
// while we're waiting for it, so it will jump to the front of the queue.
chan_cat.info()
<< "Blocking " << *Thread::get_current_thread()
<< " until " << get_name() << " is bound\n";
while (_pending) {
_pending_cvar.wait();
}
}
}
/**
* 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 std::string &done_event) {
MutexHolder holder(_pending_lock);
_pending_done_event = done_event;
if (!_pending) {
throw_event(_pending_done_event);
}
}
/**
* Returns the event name that will be thrown when the AnimControl is finished
* binding asynchronously.
*/
std::string AnimControl::
get_pending_done_event() const {
MutexHolder holder(_pending_lock);
return _pending_done_event;
}
/**
* Returns the PartBundle bound in with this AnimControl.
*/
PartBundle *AnimControl::
get_part() const {
return DCAST(PartBundle, _part);
}
/**
*
*/
void AnimControl::
output(std::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)";
}
}
/**
* 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);
}
/**
* 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();
}
}
/**
* 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);
}