8090 lines
303 KiB
C++
8090 lines
303 KiB
C++
// Filename: nodePath.cxx
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// Created by: drose (25Feb02)
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// Updated by: fperazzi, PandaSE (06Apr10) (added more overloads
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// for set_shader_input)
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// Updated by: weifengh, PandaSE(30Apr10) (added set_shader_auto)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "nodePath.h"
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#include "nodePathCollection.h"
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#include "findApproxPath.h"
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#include "findApproxLevelEntry.h"
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#include "internalNameCollection.h"
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#include "config_pgraph.h"
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#include "colorAttrib.h"
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#include "colorScaleAttrib.h"
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#include "cullBinAttrib.h"
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#include "textureAttrib.h"
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#include "texMatrixAttrib.h"
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#include "texGenAttrib.h"
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#include "materialAttrib.h"
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#include "materialCollection.h"
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#include "lightAttrib.h"
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#include "clipPlaneAttrib.h"
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#include "occluderEffect.h"
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#include "polylightEffect.h"
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#include "fogAttrib.h"
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#include "renderModeAttrib.h"
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#include "cullFaceAttrib.h"
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#include "alphaTestAttrib.h"
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#include "depthTestAttrib.h"
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#include "depthWriteAttrib.h"
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#include "depthOffsetAttrib.h"
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#include "shaderAttrib.h"
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#include "billboardEffect.h"
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#include "compassEffect.h"
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#include "showBoundsEffect.h"
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#include "transparencyAttrib.h"
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#include "antialiasAttrib.h"
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#include "audioVolumeAttrib.h"
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#include "texProjectorEffect.h"
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#include "scissorEffect.h"
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#include "texturePool.h"
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#include "planeNode.h"
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#include "occluderNode.h"
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#include "lensNode.h"
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#include "materialPool.h"
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#include "look_at.h"
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#include "plist.h"
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#include "boundingSphere.h"
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#include "geomNode.h"
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#include "sceneGraphReducer.h"
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#include "textureCollection.h"
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#include "textureStageCollection.h"
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#include "globPattern.h"
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#include "shader.h"
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#include "shaderInput.h"
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#include "config_gobj.h"
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#include "bamFile.h"
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#include "preparedGraphicsObjects.h"
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#include "dcast.h"
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#include "pStatCollector.h"
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#include "pStatTimer.h"
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#include "modelNode.h"
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#include "py_panda.h"
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#include "bam.h"
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#include "bamWriter.h"
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// stack seems to overflow on Intel C++ at 7000. If we need more than
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// 7000, need to increase stack size.
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int NodePath::_max_search_depth = 7000;
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TypeHandle NodePath::_type_handle;
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PStatCollector NodePath::_get_transform_pcollector("*:NodePath:get_transform");
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PStatCollector NodePath::_verify_complete_pcollector("*:NodePath:verify_complete");
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#ifdef HAVE_PYTHON
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#include "py_panda.h"
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#ifndef CPPPARSER
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extern EXPCL_PANDA_PUTIL Dtool_PyTypedObject Dtool_BamWriter;
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extern EXPCL_PANDA_PUTIL Dtool_PyTypedObject Dtool_BamReader;
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#endif // CPPPARSER
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#endif // HAVE_PYTHON
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// ***Begin temporary transition code for operator bool
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enum EmptyNodePathType {
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ENP_future,
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ENP_transition,
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ENP_deprecated,
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ENP_notify,
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};
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ostream &operator << (ostream &out, EmptyNodePathType enp) {
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switch (enp) {
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case ENP_future:
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return out << "future";
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case ENP_transition:
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return out << "transition";
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case ENP_deprecated:
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return out << "deprecated";
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case ENP_notify:
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return out << "notify";
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}
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return out << "**invalid EmptyNodePathType value (" << (int)enp << ")**";
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}
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istream &operator >> (istream &in, EmptyNodePathType &enp) {
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string word;
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in >> word;
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if (word == "future") {
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enp = ENP_future;
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} else if (word == "transition") {
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enp = ENP_transition;
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} else if (word == "deprecated") {
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enp = ENP_deprecated;
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} else if (word == "notify") {
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enp = ENP_notify;
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} else {
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pgraph_cat.warning()
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<< "Invalid EmptyNodePathType value (\"" << word << "\")\n";
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enp = ENP_transition;
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}
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return in;
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}
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static ConfigVariableEnum<EmptyNodePathType> empty_node_path
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("empty-node-path", ENP_future,
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PRC_DESC("This is a temporary transition variable to control the behavior "
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"of a NodePath when it is used as a boolean false. Set this to "
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"'deprecated' to preserve the original behavior: every NodePath "
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"evaluates true, even an empty NodePath. Set it to 'future' to "
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"support the new behavior: non-empty NodePaths evaluate true, "
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"and empty NodePaths evaluate false. Set it to 'transition' to "
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"raise an exception if an empty NodePath is used as a boolean."));
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// ***End temporary transition code for operator bool
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::Constructor
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// Access: Published
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// Description: Constructs a NodePath with the indicated parent
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// NodePath and child node; the child node must be a
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// stashed or unstashed child of the parent.
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////////////////////////////////////////////////////////////////////
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NodePath::
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NodePath(const NodePath &parent, PandaNode *child_node,
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Thread *current_thread) :
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_error_type(ET_fail)
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{
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nassertv(child_node != (PandaNode *)NULL);
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int pipeline_stage = current_thread->get_pipeline_stage();
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if (parent.is_empty()) {
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// Special case: constructing a NodePath at the root.
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_head = PandaNode::get_top_component(child_node, true,
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pipeline_stage, current_thread);
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} else {
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_head = PandaNode::get_component(parent._head, child_node, pipeline_stage,
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current_thread);
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}
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nassertv(_head != (NodePathComponent *)NULL);
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if (_head != (NodePathComponent *)NULL) {
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_error_type = ET_ok;
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}
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_backup_key = 0;
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}
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#ifdef HAVE_PYTHON
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::__copy__
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// Access: Published
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// Description: A special Python method that is invoked by
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// copy.copy(node). Unlike the NodePath copy
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// constructor, this makes a duplicate copy of the
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// underlying PandaNode (but shares children, instead of
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// copying them or omitting them).
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////////////////////////////////////////////////////////////////////
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NodePath NodePath::
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__copy__() const {
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if (is_empty()) {
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// Invoke the copy constructor if we have no node.
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return *this;
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}
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// If we do have a node, duplicate it, and wrap it in a new
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// NodePath.
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return NodePath(node()->__copy__());
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}
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#endif // HAVE_PYTHON
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#ifdef HAVE_PYTHON
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::__deepcopy__
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// Access: Published
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// Description: A special Python method that is invoked by
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// copy.deepcopy(np). This calls copy_to() unless the
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// NodePath is already present in the provided
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// dictionary.
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////////////////////////////////////////////////////////////////////
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PyObject *NodePath::
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__deepcopy__(PyObject *self, PyObject *memo) const {
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IMPORT_THIS struct Dtool_PyTypedObject Dtool_NodePath;
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// Borrowed reference.
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PyObject *dupe = PyDict_GetItem(memo, self);
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if (dupe != NULL) {
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// Already in the memo dictionary.
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Py_INCREF(dupe);
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return dupe;
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}
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NodePath *np_dupe;
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if (is_empty()) {
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np_dupe = new NodePath(*this);
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} else {
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np_dupe = new NodePath(copy_to(NodePath()));
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}
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dupe = DTool_CreatePyInstance((void *)np_dupe, Dtool_NodePath,
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true, false);
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if (PyDict_SetItem(memo, self, dupe) != 0) {
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Py_DECREF(dupe);
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return NULL;
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}
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return dupe;
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}
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#endif // HAVE_PYTHON
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#ifdef HAVE_PYTHON
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::__reduce__
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// Access: Published
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// Description: This special Python method is implement to provide
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// support for the pickle module.
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//
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// This hooks into the native pickle and cPickle
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// modules, but it cannot properly handle
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// self-referential BAM objects.
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////////////////////////////////////////////////////////////////////
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PyObject *NodePath::
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__reduce__(PyObject *self) const {
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return __reduce_persist__(self, NULL);
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}
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#endif // HAVE_PYTHON
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#ifdef HAVE_PYTHON
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::__reduce_persist__
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// Access: Published
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// Description: This special Python method is implement to provide
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// support for the pickle module.
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//
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// This is similar to __reduce__, but it provides
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// additional support for the missing persistent-state
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// object needed to properly support self-referential
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// BAM objects written to the pickle stream. This hooks
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// into the pickle and cPickle modules implemented in
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// direct/src/stdpy.
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////////////////////////////////////////////////////////////////////
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PyObject *NodePath::
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__reduce_persist__(PyObject *self, PyObject *pickler) const {
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// We should return at least a 2-tuple, (Class, (args)): the
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// necessary class object whose constructor we should call
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// (e.g. this), and the arguments necessary to reconstruct this
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// object.
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BamWriter *writer = NULL;
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if (pickler != NULL) {
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PyObject *py_writer = PyObject_GetAttrString(pickler, "bamWriter");
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if (py_writer == NULL) {
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// It's OK if there's no bamWriter.
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PyErr_Clear();
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} else {
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DTOOL_Call_ExtractThisPointerForType(py_writer, &Dtool_BamWriter, (void **)&writer);
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Py_DECREF(py_writer);
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}
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}
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// We have a non-empty NodePath.
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string bam_stream;
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if (!encode_to_bam_stream(bam_stream, writer)) {
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ostringstream stream;
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stream << "Could not bamify " << this;
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string message = stream.str();
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PyErr_SetString(PyExc_TypeError, message.c_str());
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return NULL;
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}
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// Start by getting this class object.
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PyObject *this_class = PyObject_Type(self);
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if (this_class == NULL) {
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return NULL;
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}
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PyObject *func;
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if (writer != NULL) {
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// The modified pickle support: call the "persistent" version of
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// this function, which receives the unpickler itself as an
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// additional parameter.
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func = TypedWritable::find_global_decode(this_class, "py_decode_NodePath_from_bam_stream_persist");
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if (func == NULL) {
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PyErr_SetString(PyExc_TypeError, "Couldn't find py_decode_NodePath_from_bam_stream_persist()");
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Py_DECREF(this_class);
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return NULL;
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}
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} else {
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// The traditional pickle support: call the non-persistent version
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// of this function.
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func = TypedWritable::find_global_decode(this_class, "py_decode_NodePath_from_bam_stream");
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if (func == NULL) {
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PyErr_SetString(PyExc_TypeError, "Couldn't find py_decode_NodePath_from_bam_stream()");
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Py_DECREF(this_class);
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return NULL;
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}
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}
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PyObject *result = Py_BuildValue("(O(s#))", func, bam_stream.data(), bam_stream.size());
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Py_DECREF(func);
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Py_DECREF(this_class);
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return result;
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}
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#endif // HAVE_PYTHON
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::operator bool
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// Access: Published
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// Description: Returns true if the NodePath is valid (not empty),
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// or false if it contains no nodes.
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////////////////////////////////////////////////////////////////////
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NodePath::
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operator bool () const {
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switch (empty_node_path) {
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case ENP_future:
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return !is_empty();
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case ENP_deprecated:
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return true;
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case ENP_notify:
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{
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const char *msg = "NodePath being used as a Boolean (talk to Zac)";
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#ifdef HAVE_PYTHON
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PyErr_Warn(PyExc_FutureWarning, (char *)msg);
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#endif
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return !is_empty();
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}
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case ENP_transition:
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if (!is_empty()) {
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return true;
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}
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{
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const char *message = "Using an empty NodePath as a boolean value. Because the meaning of this operation is changing, you should avoid doing this to avoid ambiguity, or set the config variable empty-node-path to 'future' or 'deprecated' to specify the desired behavior.";
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pgraph_cat.warning()
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<< message << "\n";
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#ifdef HAVE_PYTHON
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PyErr_Warn(PyExc_FutureWarning, (char *)message);
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#endif
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}
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return true;
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}
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nassertr(false, true);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::get_num_nodes
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// Access: Published
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// Description: Returns the number of nodes in the path.
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////////////////////////////////////////////////////////////////////
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int NodePath::
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get_num_nodes(Thread *current_thread) const {
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if (is_empty()) {
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return 0;
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}
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int pipeline_stage = current_thread->get_pipeline_stage();
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return _head->get_length(pipeline_stage, current_thread);
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::get_node
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// Access: Published
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// Description: Returns the nth node of the path, where 0 is the
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// referenced (bottom) node and get_num_nodes() - 1 is
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// the top node. This requires iterating through the
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// path.
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//
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// Also see node(), which is a convenience function to
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// return the same thing as get_node(0) (since the
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// bottom node is the most important node in the
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// NodePath, and is the one most frequently referenced).
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//
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// Note that this function returns the same thing as
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// get_ancestor(index).node().
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////////////////////////////////////////////////////////////////////
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PandaNode *NodePath::
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get_node(int index, Thread *current_thread) const {
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nassertr(index >= 0 && index < get_num_nodes(), NULL);
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int pipeline_stage = current_thread->get_pipeline_stage();
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NodePathComponent *comp = _head;
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while (index > 0) {
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// If this assertion fails, the index was out of range; the
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// component's length must have been invalid.
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nassertr(comp != (NodePathComponent *)NULL, NULL);
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comp = comp->get_next(pipeline_stage, current_thread);
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index--;
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}
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// If this assertion fails, the index was out of range; the
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// component's length must have been invalid.
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nassertr(comp != (NodePathComponent *)NULL, NULL);
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return comp->get_node();
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::get_ancestor
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// Access: Published
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// Description: Returns the nth ancestor of the path, where 0 is the
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// NodePath itself and get_num_nodes() - 1 is get_top().
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// This requires iterating through the path.
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//
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// Also see get_node(), which returns the same thing as
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// a PandaNode pointer, not a NodePath.
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////////////////////////////////////////////////////////////////////
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NodePath NodePath::
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get_ancestor(int index, Thread *current_thread) const {
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nassertr(index >= 0 && index < get_num_nodes(), NodePath::fail());
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int pipeline_stage = current_thread->get_pipeline_stage();
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NodePathComponent *comp = _head;
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while (index > 0) {
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// If this assertion fails, the index was out of range; the
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// component's length must have been invalid.
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nassertr(comp != (NodePathComponent *)NULL, NodePath::fail());
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comp = comp->get_next(pipeline_stage, current_thread);
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index--;
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}
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// If this assertion fails, the index was out of range; the
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// component's length must have been invalid.
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nassertr(comp != (NodePathComponent *)NULL, NodePath::fail());
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NodePath result;
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result._head = comp;
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::get_top
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// Access: Published
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// Description: Returns a singleton NodePath that represents the top
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// of the path, or empty NodePath if this path is empty.
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////////////////////////////////////////////////////////////////////
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NodePath NodePath::
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get_top(Thread *current_thread) const {
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if (is_empty()) {
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return *this;
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}
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int pipeline_stage = current_thread->get_pipeline_stage();
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NodePathComponent *comp = _head;
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while (!comp->is_top_node(pipeline_stage, current_thread)) {
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comp = comp->get_next(pipeline_stage, current_thread);
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nassertr(comp != (NodePathComponent *)NULL, NodePath::fail());
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}
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NodePath top;
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top._head = comp;
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return top;
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}
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::get_children
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// Access: Published
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// Description: Returns the set of all child nodes of the referenced
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// node.
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////////////////////////////////////////////////////////////////////
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NodePathCollection NodePath::
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get_children(Thread *current_thread) const {
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NodePathCollection result;
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nassertr_always(!is_empty(), result);
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PandaNode *bottom_node = node();
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int pipeline_stage = current_thread->get_pipeline_stage();
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PandaNode::Children cr = bottom_node->get_children();
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int num_children = cr.get_num_children();
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for (int i = 0; i < num_children; i++) {
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NodePath child;
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child._head = PandaNode::get_component(_head, cr.get_child(i),
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pipeline_stage, current_thread);
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result.add_path(child);
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}
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return result;
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|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_stashed_children
|
|
// Access: Published
|
|
// Description: Returns the set of all child nodes of the referenced
|
|
// node that have been stashed. These children are not
|
|
// normally visible on the node, and do not appear in
|
|
// the list returned by get_children().
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePathCollection NodePath::
|
|
get_stashed_children(Thread *current_thread) const {
|
|
NodePathCollection result;
|
|
nassertr_always(!is_empty(), result);
|
|
|
|
PandaNode *bottom_node = node();
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
|
|
int num_stashed = bottom_node->get_num_stashed();
|
|
for (int i = 0; i < num_stashed; i++) {
|
|
NodePath stashed;
|
|
stashed._head = PandaNode::get_component(_head, bottom_node->get_stashed(i),
|
|
pipeline_stage, current_thread);
|
|
result.add_path(stashed);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_sort
|
|
// Access: Published
|
|
// Description: Returns the sort value of the referenced node within
|
|
// its parent; that is, the sort number passed on the
|
|
// last reparenting operation for this node. This will
|
|
// control the position of the node within its parent's
|
|
// list of children.
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
get_sort(Thread *current_thread) const {
|
|
if (!has_parent()) {
|
|
return 0;
|
|
}
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
|
|
PandaNode *parent = _head->get_next(pipeline_stage, current_thread)->get_node();
|
|
PandaNode *child = node();
|
|
nassertr(parent != (PandaNode *)NULL && child != (PandaNode *)NULL, 0);
|
|
int child_index = parent->find_child(child);
|
|
if (child_index != -1) {
|
|
return parent->get_child_sort(child_index);
|
|
}
|
|
|
|
child_index = parent->find_stashed(child);
|
|
if (child_index != -1) {
|
|
return parent->get_stashed_sort(child_index);
|
|
}
|
|
|
|
nassertr(false, 0);
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find
|
|
// Access: Published
|
|
// Description: Searches for a node below the referenced node that
|
|
// matches the indicated string. Returns the shortest
|
|
// match found, if any, or an empty NodePath if no match
|
|
// can be found.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
find(const string &path) const {
|
|
nassertr_always(!is_empty(), fail());
|
|
|
|
NodePathCollection col;
|
|
find_matches(col, path, 1);
|
|
|
|
if (col.is_empty()) {
|
|
return NodePath::not_found();
|
|
}
|
|
|
|
return col.get_path(0);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_path_to
|
|
// Access: Published
|
|
// Description: Searches for the indicated node below this node and
|
|
// returns the shortest NodePath that connects them.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
find_path_to(PandaNode *node) const {
|
|
nassertr_always(!is_empty(), fail());
|
|
nassertr(node != (PandaNode *)NULL, fail());
|
|
|
|
NodePathCollection col;
|
|
FindApproxPath approx_path;
|
|
approx_path.add_match_many(0);
|
|
approx_path.add_match_pointer(node, 0);
|
|
find_matches(col, approx_path, 1);
|
|
|
|
if (col.is_empty()) {
|
|
return NodePath::not_found();
|
|
}
|
|
|
|
return col.get_path(0);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_matches
|
|
// Access: Published
|
|
// Description: Returns the complete set of all NodePaths that begin
|
|
// with this NodePath and can be extended by
|
|
// path. The shortest paths will be listed
|
|
// first.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePathCollection NodePath::
|
|
find_all_matches(const string &path) const {
|
|
NodePathCollection col;
|
|
nassertr_always(!is_empty(), col);
|
|
nassertr(verify_complete(), col);
|
|
find_matches(col, path, -1);
|
|
return col;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_paths_to
|
|
// Access: Published
|
|
// Description: Returns the set of all NodePaths that extend from
|
|
// this NodePath down to the indicated node. The
|
|
// shortest paths will be listed first.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePathCollection NodePath::
|
|
find_all_paths_to(PandaNode *node) const {
|
|
NodePathCollection col;
|
|
nassertr_always(!is_empty(), col);
|
|
nassertr(verify_complete(), col);
|
|
nassertr(node != (PandaNode *)NULL, col);
|
|
FindApproxPath approx_path;
|
|
approx_path.add_match_many(0);
|
|
approx_path.add_match_pointer(node, 0);
|
|
find_matches(col, approx_path, -1);
|
|
return col;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::reparent_to
|
|
// Access: Published
|
|
// Description: Removes the referenced node of the NodePath from its
|
|
// current parent and attaches it to the referenced node
|
|
// of the indicated NodePath.
|
|
//
|
|
// If the destination NodePath is empty, this is the
|
|
// same thing as detach_node().
|
|
//
|
|
// If the referenced node is already a child of the
|
|
// indicated NodePath (via some other instance), this
|
|
// operation fails and leaves the NodePath detached.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
reparent_to(const NodePath &other, int sort, Thread *current_thread) {
|
|
nassertv(verify_complete());
|
|
nassertv(other.verify_complete());
|
|
nassertv_always(!is_empty());
|
|
nassertv(other._error_type == ET_ok);
|
|
|
|
// Reparenting implicitly resets the delta vector.
|
|
node()->reset_prev_transform();
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
bool reparented = PandaNode::reparent(other._head, _head, sort, false,
|
|
pipeline_stage, current_thread);
|
|
nassertv(reparented);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::stash_to
|
|
// Access: Published
|
|
// Description: Similar to reparent_to(), but the node is added to
|
|
// its new parent's stashed list, so that the result is
|
|
// equivalent to calling reparent_to() immediately
|
|
// followed by stash().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
stash_to(const NodePath &other, int sort, Thread *current_thread) {
|
|
nassertv(verify_complete());
|
|
nassertv(other.verify_complete());
|
|
nassertv_always(!is_empty());
|
|
nassertv(other._error_type == ET_ok);
|
|
|
|
// Reparenting implicitly resets the delta vector.
|
|
node()->reset_prev_transform();
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
bool reparented = PandaNode::reparent(other._head, _head, sort, true,
|
|
pipeline_stage, current_thread);
|
|
nassertv(reparented);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::wrt_reparent_to
|
|
// Access: Published
|
|
// Description: This functions identically to reparent_to(), except
|
|
// the transform on this node is also adjusted so that
|
|
// the node remains in the same place in world
|
|
// coordinates, even if it is reparented into a
|
|
// different coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
wrt_reparent_to(const NodePath &other, int sort, Thread *current_thread) {
|
|
nassertv(verify_complete(current_thread));
|
|
nassertv(other.verify_complete(current_thread));
|
|
nassertv_always(!is_empty());
|
|
nassertv(other._error_type == ET_ok);
|
|
|
|
if (get_transform(current_thread) == get_prev_transform(current_thread)) {
|
|
set_transform(get_transform(other, current_thread), current_thread);
|
|
node()->reset_prev_transform(current_thread);
|
|
} else {
|
|
set_transform(get_transform(other, current_thread), current_thread);
|
|
set_prev_transform(get_prev_transform(other, current_thread), current_thread);
|
|
}
|
|
|
|
reparent_to(other, sort, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::instance_to
|
|
// Access: Published
|
|
// Description: Adds the referenced node of the NodePath as a child
|
|
// of the referenced node of the indicated other
|
|
// NodePath. Any other parent-child relations of the
|
|
// node are unchanged; in particular, the node is not
|
|
// removed from its existing parent, if any.
|
|
//
|
|
// If the node already had an existing parent, this
|
|
// method will create a new instance of the node within
|
|
// the scene graph.
|
|
//
|
|
// This does not change the NodePath itself, but does
|
|
// return a new NodePath that reflects the new instance
|
|
// node.
|
|
//
|
|
// If the destination NodePath is empty, this creates a
|
|
// new instance which is not yet parented to any node.
|
|
// A new instance of this sort cannot easily be
|
|
// differentiated from other similar instances, but it
|
|
// is nevertheless a different instance and it will
|
|
// return a different get_id() value.
|
|
//
|
|
// If the referenced node is already a child of the
|
|
// indicated NodePath, returns that already-existing
|
|
// instance, unstashing it first if necessary.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
instance_to(const NodePath &other, int sort, Thread *current_thread) const {
|
|
nassertr(verify_complete(), NodePath::fail());
|
|
nassertr(other.verify_complete(), NodePath::fail());
|
|
nassertr_always(!is_empty(), NodePath::fail());
|
|
nassertr(other._error_type == ET_ok, NodePath::fail());
|
|
|
|
NodePath new_instance;
|
|
|
|
// First, we'll attach to NULL, to guarantee we get a brand new
|
|
// instance.
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
new_instance._head = PandaNode::attach(NULL, node(), sort, pipeline_stage,
|
|
current_thread);
|
|
|
|
// Now, we'll reparent the new instance to the target node.
|
|
bool reparented = PandaNode::reparent(other._head, new_instance._head,
|
|
sort, false, pipeline_stage,
|
|
current_thread);
|
|
if (!reparented) {
|
|
// Hmm, couldn't reparent. Either making this instance would
|
|
// create a cycle, or it was already a child of that node. If it
|
|
// was already a child, return that existing NodePath instead.
|
|
NodePath orig(other, node(), current_thread);
|
|
if (!orig.is_empty()) {
|
|
if (orig.is_stashed()) {
|
|
orig.unstash();
|
|
}
|
|
return orig;
|
|
}
|
|
|
|
// Nope, it must be a cycle.
|
|
nassertr(reparented, new_instance);
|
|
}
|
|
|
|
// instance_to() doesn't reset the velocity delta, unlike most of
|
|
// the other reparenting operations. The reasoning is that
|
|
// instance_to() is not necessarily a reparenting operation, since
|
|
// it doesn't change the original instance.
|
|
|
|
return new_instance;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::instance_under_node
|
|
// Access: Published
|
|
// Description: Behaves like instance_to(), but implicitly creates a
|
|
// new node to instance the geometry under, and returns a
|
|
// NodePath to that new node. This allows the
|
|
// programmer to set a unique state and/or transform on
|
|
// this instance.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
instance_under_node(const NodePath &other, const string &name, int sort,
|
|
Thread *current_thread) const {
|
|
NodePath new_node = other.attach_new_node(name, sort, current_thread);
|
|
NodePath instance = instance_to(new_node, 0, current_thread);
|
|
if (instance.is_empty()) {
|
|
new_node.remove_node(current_thread);
|
|
return instance;
|
|
}
|
|
return new_node;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::copy_to
|
|
// Access: Published
|
|
// Description: Functions like instance_to(), except a deep
|
|
// copy is made of the referenced node and all of its
|
|
// descendents, which is then parented to the indicated
|
|
// node. A NodePath to the newly created copy is
|
|
// returned.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
copy_to(const NodePath &other, int sort, Thread *current_thread) const {
|
|
nassertr(verify_complete(current_thread), fail());
|
|
nassertr(other.verify_complete(current_thread), fail());
|
|
nassertr_always(!is_empty(), fail());
|
|
nassertr(other._error_type == ET_ok, fail());
|
|
|
|
PandaNode *source_node = node();
|
|
PT(PandaNode) copy_node = source_node->copy_subgraph(current_thread);
|
|
nassertr(copy_node != (PandaNode *)NULL, fail());
|
|
|
|
copy_node->reset_prev_transform(current_thread);
|
|
|
|
return other.attach_new_node(copy_node, sort, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::attach_new_node
|
|
// Access: Published
|
|
// Description: Attaches a new node, with or without existing
|
|
// parents, to the scene graph below the referenced node
|
|
// of this NodePath. This is the preferred way to add
|
|
// nodes to the graph.
|
|
//
|
|
// If the node was already a child of the parent, this
|
|
// returns a NodePath to the existing child.
|
|
//
|
|
// This does *not* automatically extend the current
|
|
// NodePath to reflect the attachment; however, a
|
|
// NodePath that does reflect this extension is
|
|
// returned.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
attach_new_node(PandaNode *node, int sort, Thread *current_thread) const {
|
|
nassertr(verify_complete(current_thread), NodePath::fail());
|
|
nassertr(_error_type == ET_ok, NodePath::fail());
|
|
nassertr(node != (PandaNode *)NULL, NodePath::fail());
|
|
|
|
NodePath new_path(*this);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
new_path._head = PandaNode::attach(_head, node, sort, pipeline_stage,
|
|
current_thread);
|
|
return new_path;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::remove_node
|
|
// Access: Published
|
|
// Description: Disconnects the referenced node from the scene graph.
|
|
// This will also delete the node if there are no other
|
|
// pointers to it.
|
|
//
|
|
// Normally, this should be called only when you are
|
|
// really done with the node. If you want to remove a
|
|
// node from the scene graph but keep it around for
|
|
// later, you should probably use detach_node() instead.
|
|
//
|
|
// In practice, the only difference between
|
|
// remove_node() and detach_node() is that remove_node()
|
|
// also resets the NodePath to empty, which will cause
|
|
// the node to be deleted immediately if there are no
|
|
// other references. On the other hand, detach_node()
|
|
// leaves the NodePath referencing the node, which will
|
|
// keep at least one reference to the node for as long
|
|
// as the NodePath exists.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
remove_node(Thread *current_thread) {
|
|
nassertv(_error_type != ET_not_found);
|
|
|
|
// If we have no parents, remove_node() is just a do-nothing
|
|
// operation; if we have no nodes, maybe we were already removed.
|
|
// In either case, quietly do nothing except to ensure the
|
|
// NodePath is clear.
|
|
if (!is_empty() && !is_singleton(current_thread)) {
|
|
node()->reset_prev_transform(current_thread);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
PandaNode::detach(_head, pipeline_stage, current_thread);
|
|
}
|
|
|
|
if (is_empty() || _head->has_key()) {
|
|
// Preserve the key we had on the node before we removed it.
|
|
int key = get_key();
|
|
(*this) = NodePath::removed();
|
|
_backup_key = key;
|
|
|
|
} else {
|
|
// We didn't have a key; just clear the NodePath.
|
|
(*this) = NodePath::removed();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::detach_node
|
|
// Access: Published
|
|
// Description: Disconnects the referenced node from its parent, but
|
|
// does not immediately delete it. The NodePath retains
|
|
// a pointer to the node, and becomes a singleton
|
|
// NodePath.
|
|
//
|
|
// This should be called to detach a node from the scene
|
|
// graph, with the option of reattaching it later to the
|
|
// same parent or to a different parent.
|
|
//
|
|
// In practice, the only difference between
|
|
// remove_node() and detach_node() is that remove_node()
|
|
// also resets the NodePath to empty, which will cause
|
|
// the node to be deleted immediately if there are no
|
|
// other references. On the other hand, detach_node()
|
|
// leaves the NodePath referencing the node, which will
|
|
// keep at least one reference to the node for as long
|
|
// as the NodePath exists.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
detach_node(Thread *current_thread) {
|
|
nassertv(_error_type != ET_not_found);
|
|
if (!is_empty() && !is_singleton()) {
|
|
node()->reset_prev_transform();
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
PandaNode::detach(_head, pipeline_stage, current_thread);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::output
|
|
// Access: Published
|
|
// Description: Writes a sensible description of the NodePath to the
|
|
// indicated output stream.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
output(ostream &out) const {
|
|
switch (_error_type) {
|
|
case ET_not_found:
|
|
out << "**not found**";
|
|
return;
|
|
case ET_removed:
|
|
out << "**removed**";
|
|
return;
|
|
case ET_fail:
|
|
out << "**error**";
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (_head == (NodePathComponent *)NULL) {
|
|
out << "(empty)";
|
|
} else {
|
|
_head->output(out);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_state
|
|
// Access: Published
|
|
// Description: Returns the complete state object set on this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
const RenderState *NodePath::
|
|
get_state(Thread *current_thread) const {
|
|
// This method is declared non-inline to avoid a compiler bug in
|
|
// gcc-3.4 and gcc-4.0.
|
|
nassertr_always(!is_empty(), RenderState::make_empty());
|
|
return node()->get_state(current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_state
|
|
// Access: Published
|
|
// Description: Returns the state changes that must be made to
|
|
// transition to the render state of this node from the
|
|
// render state of the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) NodePath::
|
|
get_state(const NodePath &other, Thread *current_thread) const {
|
|
nassertr(_error_type == ET_ok && other._error_type == ET_ok, RenderState::make_empty());
|
|
|
|
if (other.is_empty()) {
|
|
return get_net_state(current_thread);
|
|
}
|
|
if (is_empty()) {
|
|
return other.get_net_state(current_thread)->invert_compose(RenderState::make_empty());
|
|
}
|
|
|
|
nassertr(verify_complete(current_thread), RenderState::make_empty());
|
|
nassertr(other.verify_complete(current_thread), RenderState::make_empty());
|
|
|
|
int a_count, b_count;
|
|
if (find_common_ancestor(*this, other, a_count, b_count, current_thread) == (NodePathComponent *)NULL) {
|
|
if (allow_unrelated_wrt) {
|
|
pgraph_cat.debug()
|
|
<< *this << " is not related to " << other << "\n";
|
|
} else {
|
|
pgraph_cat.error()
|
|
<< *this << " is not related to " << other << "\n";
|
|
nassertr(false, RenderState::make_empty());
|
|
}
|
|
}
|
|
|
|
CPT(RenderState) a_state = r_get_partial_state(_head, a_count, current_thread);
|
|
CPT(RenderState) b_state = r_get_partial_state(other._head, b_count, current_thread);
|
|
return b_state->invert_compose(a_state);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_state
|
|
// Access: Published
|
|
// Description: Sets the state object on this node, relative to
|
|
// the other node. This computes a new state object
|
|
// that will have the indicated value when seen from the
|
|
// other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_state(const NodePath &other, const RenderState *state,
|
|
Thread *current_thread) {
|
|
nassertv(_error_type == ET_ok && other._error_type == ET_ok);
|
|
nassertv_always(!is_empty());
|
|
|
|
// First, we perform a wrt to the parent, to get the conversion.
|
|
CPT(RenderState) rel_state;
|
|
if (has_parent()) {
|
|
rel_state = other.get_state(get_parent(current_thread), current_thread);
|
|
} else {
|
|
rel_state = other.get_state(NodePath(), current_thread);
|
|
}
|
|
|
|
CPT(RenderState) new_state = rel_state->compose(state);
|
|
set_state(new_state, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_transform
|
|
// Access: Published
|
|
// Description: Returns the complete transform object set on this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
const TransformState *NodePath::
|
|
get_transform(Thread *current_thread) const {
|
|
// This method is declared non-inline to avoid a compiler bug in
|
|
// gcc-3.4 and gcc-4.0.
|
|
nassertr_always(!is_empty(), TransformState::make_identity());
|
|
return node()->get_transform(current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_transform
|
|
// Access: Published
|
|
// Description: Returns the relative transform to this node from the
|
|
// other node; i.e. the transformation of this node
|
|
// as seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
get_transform(const NodePath &other, Thread *current_thread) const {
|
|
nassertr(_error_type == ET_ok && other._error_type == ET_ok, TransformState::make_identity());
|
|
PStatTimer timer(_get_transform_pcollector);
|
|
|
|
if (other.is_empty()) {
|
|
return get_net_transform(current_thread);
|
|
}
|
|
if (is_empty()) {
|
|
return other.get_net_transform(current_thread)->invert_compose(TransformState::make_identity());
|
|
}
|
|
|
|
nassertr(verify_complete(current_thread), TransformState::make_identity());
|
|
nassertr(other.verify_complete(current_thread), TransformState::make_identity());
|
|
|
|
int a_count, b_count;
|
|
if (find_common_ancestor(*this, other, a_count, b_count, current_thread) == (NodePathComponent *)NULL) {
|
|
if (allow_unrelated_wrt) {
|
|
if (pgraph_cat.is_debug()) {
|
|
pgraph_cat.debug()
|
|
<< *this << " is not related to " << other << "\n";
|
|
}
|
|
} else {
|
|
pgraph_cat.error()
|
|
<< *this << " is not related to " << other << "\n";
|
|
nassertr(false, TransformState::make_identity());
|
|
}
|
|
}
|
|
|
|
CPT(TransformState) a_transform, b_transform;
|
|
|
|
a_transform = r_get_partial_transform(_head, a_count, current_thread);
|
|
if (a_transform != (TransformState *)NULL) {
|
|
b_transform = r_get_partial_transform(other._head, b_count, current_thread);
|
|
}
|
|
if (b_transform == (TransformState *)NULL) {
|
|
// If either path involved a node with a net_transform
|
|
// RenderEffect applied, we have to go all the way up to the root
|
|
// to get the right answer.
|
|
a_transform = r_get_net_transform(_head, current_thread);
|
|
b_transform = r_get_net_transform(other._head, current_thread);
|
|
}
|
|
|
|
return b_transform->invert_compose(a_transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_transform
|
|
// Access: Published
|
|
// Description: Sets the transform object on this node, relative to
|
|
// the other node. This computes a new transform object
|
|
// that will have the indicated value when seen from the
|
|
// other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_transform(const NodePath &other, const TransformState *transform,
|
|
Thread *current_thread) {
|
|
nassertv(_error_type == ET_ok && other._error_type == ET_ok);
|
|
nassertv_always(!is_empty());
|
|
|
|
// First, we perform a wrt to the parent, to get the conversion.
|
|
CPT(TransformState) rel_trans;
|
|
if (has_parent()) {
|
|
rel_trans = other.get_transform(get_parent(current_thread), current_thread);
|
|
} else {
|
|
rel_trans = other.get_transform(NodePath(), current_thread);
|
|
}
|
|
|
|
CPT(TransformState) new_trans = rel_trans->compose(transform);
|
|
set_transform(new_trans, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_prev_transform
|
|
// Access: Published
|
|
// Description: Returns the transform that has been set as this
|
|
// node's "previous" position. See
|
|
// set_prev_transform().
|
|
////////////////////////////////////////////////////////////////////
|
|
const TransformState *NodePath::
|
|
get_prev_transform(Thread *current_thread) const {
|
|
// This method is declared non-inline to avoid a compiler bug in
|
|
// gcc-3.4 and gcc-4.0.
|
|
nassertr_always(!is_empty(), TransformState::make_identity());
|
|
return node()->get_prev_transform(current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_prev_transform
|
|
// Access: Published
|
|
// Description: Returns the relative "previous" transform to this
|
|
// node from the other node; i.e. the position of this
|
|
// node in the previous frame, as seen by the other node
|
|
// in the previous frame.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
get_prev_transform(const NodePath &other, Thread *current_thread) const {
|
|
nassertr(_error_type == ET_ok && other._error_type == ET_ok, TransformState::make_identity());
|
|
|
|
if (other.is_empty()) {
|
|
return get_net_prev_transform(current_thread);
|
|
}
|
|
if (is_empty()) {
|
|
return other.get_net_prev_transform(current_thread)->invert_compose(TransformState::make_identity());
|
|
}
|
|
|
|
nassertr(verify_complete(current_thread), TransformState::make_identity());
|
|
nassertr(other.verify_complete(current_thread), TransformState::make_identity());
|
|
|
|
int a_count, b_count;
|
|
if (find_common_ancestor(*this, other, a_count, b_count, current_thread) == (NodePathComponent *)NULL) {
|
|
if (allow_unrelated_wrt) {
|
|
pgraph_cat.debug()
|
|
<< *this << " is not related to " << other << "\n";
|
|
} else {
|
|
pgraph_cat.error()
|
|
<< *this << " is not related to " << other << "\n";
|
|
nassertr(false, TransformState::make_identity());
|
|
}
|
|
}
|
|
|
|
CPT(TransformState) a_prev_transform = r_get_partial_prev_transform(_head, a_count, current_thread);
|
|
CPT(TransformState) b_prev_transform = r_get_partial_prev_transform(other._head, b_count, current_thread);
|
|
return b_prev_transform->invert_compose(a_prev_transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_prev_transform
|
|
// Access: Published
|
|
// Description: Sets the "previous" transform object on this node,
|
|
// relative to the other node. This computes a new
|
|
// transform object that will have the indicated value
|
|
// when seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_prev_transform(const NodePath &other, const TransformState *transform,
|
|
Thread *current_thread) {
|
|
nassertv(_error_type == ET_ok && other._error_type == ET_ok);
|
|
nassertv_always(!is_empty());
|
|
|
|
// First, we perform a wrt to the parent, to get the conversion.
|
|
CPT(TransformState) rel_trans;
|
|
if (has_parent(current_thread)) {
|
|
rel_trans = other.get_prev_transform(get_parent(current_thread), current_thread);
|
|
} else {
|
|
rel_trans = other.get_prev_transform(NodePath(), current_thread);
|
|
}
|
|
|
|
CPT(TransformState) new_trans = rel_trans->compose(transform);
|
|
set_prev_transform(new_trans, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos
|
|
// Access: Published
|
|
// Description: Sets the translation component of the transform,
|
|
// leaving rotation and scale untouched. This also
|
|
// resets the node's "previous" position, so that the
|
|
// collision system will see the node as having suddenly
|
|
// appeared in the new position, without passing any
|
|
// points in between.
|
|
// See Also: NodePath::set_fluid_pos
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos(const LVecBase3 &pos) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(get_transform()->set_pos(pos));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
void NodePath::
|
|
set_x(PN_stdfloat x) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos();
|
|
pos[0] = x;
|
|
set_pos(pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_y(PN_stdfloat y) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos();
|
|
pos[1] = y;
|
|
set_pos(pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_z(PN_stdfloat z) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos();
|
|
pos[2] = z;
|
|
set_pos(pos);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_fluid_pos
|
|
// Access: Published
|
|
// Description: Sets the translation component, without changing the
|
|
// "previous" position, so that the collision system
|
|
// will see the node as moving fluidly from its previous
|
|
// position to its new position.
|
|
// See Also: NodePath::set_pos
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_fluid_pos(const LVecBase3 &pos) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(get_transform()->set_pos(pos));
|
|
}
|
|
|
|
void NodePath::
|
|
set_fluid_x(PN_stdfloat x) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos();
|
|
pos[0] = x;
|
|
set_fluid_pos(pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_fluid_y(PN_stdfloat y) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos();
|
|
pos[1] = y;
|
|
set_fluid_pos(pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_fluid_z(PN_stdfloat z) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos();
|
|
pos[2] = z;
|
|
set_fluid_pos(pos);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_pos
|
|
// Access: Published
|
|
// Description: Retrieves the translation component of the transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
LPoint3 NodePath::
|
|
get_pos() const {
|
|
nassertr_always(!is_empty(), LPoint3(0.0f, 0.0f, 0.0f));
|
|
return get_transform()->get_pos();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_pos_delta
|
|
// Access: Published
|
|
// Description: Returns the delta vector from this node's position in
|
|
// the previous frame (according to
|
|
// set_prev_transform(), typically set via the use of
|
|
// set_fluid_pos()) and its position in the current
|
|
// frame. This is the vector used to determine
|
|
// collisions. Generally, if the node was last
|
|
// repositioned via set_pos(), the delta will be zero;
|
|
// if it was adjusted via set_fluid_pos(), the delta
|
|
// will represent the change from the previous frame's
|
|
// position.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVector3 NodePath::
|
|
get_pos_delta() const {
|
|
nassertr_always(!is_empty(), LPoint3(0.0f, 0.0f, 0.0f));
|
|
return get_transform()->get_pos() - get_prev_transform()->get_pos();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_hpr
|
|
// Access: Published
|
|
// Description: Sets the rotation component of the transform,
|
|
// leaving translation and scale untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_hpr(const LVecBase3 &hpr) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
nassertv(transform->has_hpr());
|
|
set_transform(transform->set_hpr(hpr));
|
|
}
|
|
|
|
void NodePath::
|
|
set_h(PN_stdfloat h) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
nassertv(transform->has_hpr());
|
|
LVecBase3 hpr = transform->get_hpr();
|
|
hpr[0] = h;
|
|
set_transform(transform->set_hpr(hpr));
|
|
}
|
|
|
|
void NodePath::
|
|
set_p(PN_stdfloat p) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
nassertv(transform->has_hpr());
|
|
LVecBase3 hpr = transform->get_hpr();
|
|
hpr[1] = p;
|
|
set_transform(transform->set_hpr(hpr));
|
|
}
|
|
|
|
void NodePath::
|
|
set_r(PN_stdfloat r) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
nassertv(transform->has_hpr());
|
|
LVecBase3 hpr = transform->get_hpr();
|
|
hpr[2] = r;
|
|
set_transform(transform->set_hpr(hpr));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_hpr
|
|
// Access: Published
|
|
// Description: Retrieves the rotation component of the transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVecBase3 NodePath::
|
|
get_hpr() const {
|
|
nassertr_always(!is_empty(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
CPT(TransformState) transform = get_transform();
|
|
nassertr(transform->has_hpr(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
return transform->get_hpr();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_quat
|
|
// Access: Published
|
|
// Description: Sets the rotation component of the transform,
|
|
// leaving translation and scale untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_quat(const LQuaternion &quat) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
set_transform(transform->set_quat(quat));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_quat
|
|
// Access: Published
|
|
// Description: Retrieves the rotation component of the transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
LQuaternion NodePath::
|
|
get_quat() const {
|
|
nassertr_always(!is_empty(), LQuaternion::ident_quat());
|
|
CPT(TransformState) transform = get_transform();
|
|
return transform->get_quat();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scale
|
|
// Access: Published
|
|
// Description: Sets the scale component of the transform,
|
|
// leaving translation and rotation untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scale(const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
set_transform(transform->set_scale(scale));
|
|
}
|
|
|
|
void NodePath::
|
|
set_sx(PN_stdfloat sx) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
LVecBase3 scale = transform->get_scale();
|
|
scale[0] = sx;
|
|
set_transform(transform->set_scale(scale));
|
|
}
|
|
|
|
void NodePath::
|
|
set_sy(PN_stdfloat sy) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
LVecBase3 scale = transform->get_scale();
|
|
scale[1] = sy;
|
|
set_transform(transform->set_scale(scale));
|
|
}
|
|
|
|
void NodePath::
|
|
set_sz(PN_stdfloat sz) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
LVecBase3 scale = transform->get_scale();
|
|
scale[2] = sz;
|
|
set_transform(transform->set_scale(scale));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_scale
|
|
// Access: Published
|
|
// Description: Retrieves the scale component of the transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVecBase3 NodePath::
|
|
get_scale() const {
|
|
nassertr_always(!is_empty(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
CPT(TransformState) transform = get_transform();
|
|
return transform->get_scale();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shear
|
|
// Access: Published
|
|
// Description: Sets the shear component of the transform,
|
|
// leaving translation and rotation untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shear(const LVecBase3 &shear) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
set_transform(transform->set_shear(shear));
|
|
}
|
|
|
|
void NodePath::
|
|
set_shxy(PN_stdfloat shxy) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
LVecBase3 shear = transform->get_shear();
|
|
shear[0] = shxy;
|
|
set_transform(transform->set_shear(shear));
|
|
}
|
|
|
|
void NodePath::
|
|
set_shxz(PN_stdfloat shxz) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
LVecBase3 shear = transform->get_shear();
|
|
shear[1] = shxz;
|
|
set_transform(transform->set_shear(shear));
|
|
}
|
|
|
|
void NodePath::
|
|
set_shyz(PN_stdfloat shyz) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
LVecBase3 shear = transform->get_shear();
|
|
shear[2] = shyz;
|
|
set_transform(transform->set_shear(shear));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_shear
|
|
// Access: Published
|
|
// Description: Retrieves the shear component of the transform.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVecBase3 NodePath::
|
|
get_shear() const {
|
|
nassertr_always(!is_empty(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
CPT(TransformState) transform = get_transform();
|
|
return transform->get_shear();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_hpr
|
|
// Access: Published
|
|
// Description: Sets the translation and rotation component of the
|
|
// transform, leaving scale untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_hpr(const LVecBase3 &pos, const LVecBase3 &hpr) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
transform = TransformState::make_pos_hpr_scale_shear
|
|
(pos, hpr, transform->get_scale(), transform->get_shear());
|
|
set_transform(transform);
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_quat
|
|
// Access: Published
|
|
// Description: Sets the translation and rotation component of the
|
|
// transform, leaving scale untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_quat(const LVecBase3 &pos, const LQuaternion &quat) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
transform = TransformState::make_pos_quat_scale_shear
|
|
(pos, quat, transform->get_scale(), transform->get_shear());
|
|
set_transform(transform);
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_hpr_scale
|
|
// Access: Published
|
|
// Description: Sets the rotation and scale components of the
|
|
// transform, leaving translation untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_hpr_scale(const LVecBase3 &hpr, const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
transform = TransformState::make_pos_hpr_scale_shear
|
|
(transform->get_pos(), hpr, scale, transform->get_shear());
|
|
set_transform(transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_quat_scale
|
|
// Access: Published
|
|
// Description: Sets the rotation and scale components of the
|
|
// transform, leaving translation untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_quat_scale(const LQuaternion &quat, const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform();
|
|
transform = TransformState::make_pos_quat_scale_shear
|
|
(transform->get_pos(), quat, scale, transform->get_shear());
|
|
set_transform(transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_hpr_scale
|
|
// Access: Published
|
|
// Description: Replaces the translation, rotation, and scale
|
|
// components, implicitly setting shear to 0.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_hpr_scale(const LVecBase3 &pos, const LVecBase3 &hpr,
|
|
const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(TransformState::make_pos_hpr_scale
|
|
(pos, hpr, scale));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_quat_scale
|
|
// Access: Published
|
|
// Description: Replaces the translation, rotation, and scale
|
|
// components, implicitly setting shear to 0.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_quat_scale(const LVecBase3 &pos, const LQuaternion &quat,
|
|
const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(TransformState::make_pos_quat_scale
|
|
(pos, quat, scale));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_hpr_scale_shear
|
|
// Access: Published
|
|
// Description: Completely replaces the transform with new
|
|
// translation, rotation, scale, and shear components.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_hpr_scale_shear(const LVecBase3 &pos, const LVecBase3 &hpr,
|
|
const LVecBase3 &scale, const LVecBase3 &shear) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(TransformState::make_pos_hpr_scale_shear
|
|
(pos, hpr, scale, shear));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_quat_scale_shear
|
|
// Access: Published
|
|
// Description: Completely replaces the transform with new
|
|
// translation, rotation, scale, and shear components.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_quat_scale_shear(const LVecBase3 &pos, const LQuaternion &quat,
|
|
const LVecBase3 &scale, const LVecBase3 &shear) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(TransformState::make_pos_quat_scale_shear
|
|
(pos, quat, scale, shear));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_mat
|
|
// Access: Published
|
|
// Description: Directly sets an arbitrary 4x4 transform matrix.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_mat(const LMatrix4 &mat) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(TransformState::make_mat(mat));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::look_at
|
|
// Access: Published
|
|
// Description: Sets the hpr on this NodePath so that it
|
|
// rotates to face the indicated point in space.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
look_at(const LPoint3 &point, const LVector3 &up) {
|
|
nassertv_always(!is_empty());
|
|
|
|
LPoint3 pos = get_pos();
|
|
|
|
LQuaternion quat;
|
|
::look_at(quat, point - pos, up);
|
|
set_quat(quat);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::heads_up
|
|
// Access: Published
|
|
// Description: Behaves like look_at(), but with a strong preference
|
|
// to keeping the up vector oriented in the indicated
|
|
// "up" direction.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
heads_up(const LPoint3 &point, const LVector3 &up) {
|
|
nassertv_always(!is_empty());
|
|
|
|
LPoint3 pos = get_pos();
|
|
|
|
LQuaternion quat;
|
|
::heads_up(quat, point - pos, up);
|
|
set_quat(quat);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos
|
|
// Access: Published
|
|
// Description: Sets the translation component of the transform,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos(const NodePath &other, const LVecBase3 &pos) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other three components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_hpr = orig_transform->get_hpr();
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
set_transform(other, rel_transform->set_pos(pos));
|
|
set_pos_hpr_scale_shear(get_transform()->get_pos(), orig_hpr, orig_scale, orig_shear);
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, rel_transform->set_pos(pos));
|
|
}
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
void NodePath::
|
|
set_x(const NodePath &other, PN_stdfloat x) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos(other);
|
|
pos[0] = x;
|
|
set_pos(other, pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_y(const NodePath &other, PN_stdfloat y) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos(other);
|
|
pos[1] = y;
|
|
set_pos(other, pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_z(const NodePath &other, PN_stdfloat z) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos(other);
|
|
pos[2] = z;
|
|
set_pos(other, pos);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_fluid_pos
|
|
// Access: Published
|
|
// Description: Sets the translation component of the transform,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_fluid_pos(const NodePath &other, const LVecBase3 &pos) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other three components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_hpr = orig_transform->get_hpr();
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
// Use the relative set_transform() to compute the relative pos, and
|
|
// then reset all of the other components back to the way they were.
|
|
set_transform(other, rel_transform->set_pos(pos));
|
|
set_transform(TransformState::make_pos_hpr_scale_shear
|
|
(get_transform()->get_pos(), orig_hpr, orig_scale, orig_shear));
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, rel_transform->set_pos(pos));
|
|
}
|
|
}
|
|
|
|
void NodePath::
|
|
set_fluid_x(const NodePath &other, PN_stdfloat x) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos(other);
|
|
pos[0] = x;
|
|
set_fluid_pos(other, pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_fluid_y(const NodePath &other, PN_stdfloat y) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos(other);
|
|
pos[1] = y;
|
|
set_fluid_pos(other, pos);
|
|
}
|
|
|
|
void NodePath::
|
|
set_fluid_z(const NodePath &other, PN_stdfloat z) {
|
|
nassertv_always(!is_empty());
|
|
LPoint3 pos = get_pos(other);
|
|
pos[2] = z;
|
|
set_fluid_pos(other, pos);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_pos
|
|
// Access: Published
|
|
// Description: Returns the relative position of the referenced node
|
|
// as seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
LPoint3 NodePath::
|
|
get_pos(const NodePath &other) const {
|
|
nassertr_always(!is_empty(), LPoint3(0.0f, 0.0f, 0.0f));
|
|
return get_transform(other)->get_pos();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_pos_delta
|
|
// Access: Published
|
|
// Description: Returns the delta vector from this node's position in
|
|
// the previous frame (according to
|
|
// set_prev_transform(), typically set via the use of
|
|
// set_fluid_pos()) and its position in the current
|
|
// frame, as seen in the indicated node's coordinate
|
|
// space. This is the vector used to determine
|
|
// collisions. Generally, if the node was last
|
|
// repositioned via set_pos(), the delta will be zero;
|
|
// if it was adjusted via set_fluid_pos(), the delta
|
|
// will represent the change from the previous frame's
|
|
// position.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVector3 NodePath::
|
|
get_pos_delta(const NodePath &other) const {
|
|
nassertr_always(!is_empty(), LPoint3(0.0f, 0.0f, 0.0f));
|
|
return get_transform(other)->get_pos() - get_prev_transform(other)->get_pos();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_hpr
|
|
// Access: Published
|
|
// Description: Sets the rotation component of the transform,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_hpr(const NodePath &other, const LVecBase3 &hpr) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
nassertv(rel_transform->has_hpr());
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other three components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_pos = orig_transform->get_pos();
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
set_transform(other, rel_transform->set_hpr(hpr));
|
|
const TransformState *new_transform = get_transform();
|
|
if (new_transform->has_components()) {
|
|
set_transform(TransformState::make_pos_hpr_scale_shear
|
|
(orig_pos, new_transform->get_hpr(), orig_scale, orig_shear));
|
|
}
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, rel_transform->set_hpr(hpr));
|
|
}
|
|
}
|
|
|
|
void NodePath::
|
|
set_h(const NodePath &other, PN_stdfloat h) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 hpr = get_hpr(other);
|
|
hpr[0] = h;
|
|
set_hpr(other, hpr);
|
|
}
|
|
|
|
void NodePath::
|
|
set_p(const NodePath &other, PN_stdfloat p) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 hpr = get_hpr(other);
|
|
hpr[1] = p;
|
|
set_hpr(other, hpr);
|
|
}
|
|
|
|
void NodePath::
|
|
set_r(const NodePath &other, PN_stdfloat r) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 hpr = get_hpr(other);
|
|
hpr[2] = r;
|
|
set_hpr(other, hpr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_hpr
|
|
// Access: Published
|
|
// Description: Returns the relative orientation of the bottom node
|
|
// as seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVecBase3 NodePath::
|
|
get_hpr(const NodePath &other) const {
|
|
nassertr_always(!is_empty(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
CPT(TransformState) transform = get_transform(other);
|
|
nassertr(transform->has_hpr(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
return transform->get_hpr();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_quat
|
|
// Access: Published
|
|
// Description: Sets the rotation component of the transform,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_quat(const NodePath &other, const LQuaternion &quat) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other three components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_pos = orig_transform->get_pos();
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
set_transform(other, rel_transform->set_quat(quat));
|
|
const TransformState *new_transform = get_transform();
|
|
if (new_transform->has_components()) {
|
|
set_transform(TransformState::make_pos_quat_scale_shear
|
|
(orig_pos, new_transform->get_quat(), orig_scale, orig_shear));
|
|
}
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, rel_transform->set_quat(quat));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_quat
|
|
// Access: Published
|
|
// Description: Returns the relative orientation of the bottom node
|
|
// as seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
LQuaternion NodePath::
|
|
get_quat(const NodePath &other) const {
|
|
nassertr_always(!is_empty(), LQuaternion::ident_quat());
|
|
CPT(TransformState) transform = get_transform(other);
|
|
return transform->get_quat();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scale
|
|
// Access: Published
|
|
// Description: Sets the scale component of the transform,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scale(const NodePath &other, const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other three components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_pos = orig_transform->get_pos();
|
|
const LVecBase3 &orig_hpr = orig_transform->get_hpr();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
set_transform(other, rel_transform->set_scale(scale));
|
|
const TransformState *new_transform = get_transform();
|
|
if (new_transform->has_components()) {
|
|
set_transform(TransformState::make_pos_hpr_scale_shear
|
|
(orig_pos, orig_hpr, new_transform->get_scale(), orig_shear));
|
|
}
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, rel_transform->set_scale(scale));
|
|
}
|
|
}
|
|
|
|
void NodePath::
|
|
set_sx(const NodePath &other, PN_stdfloat sx) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 scale = get_scale(other);
|
|
scale[0] = sx;
|
|
set_scale(other, scale);
|
|
}
|
|
|
|
void NodePath::
|
|
set_sy(const NodePath &other, PN_stdfloat sy) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 scale = get_scale(other);
|
|
scale[1] = sy;
|
|
set_scale(other, scale);
|
|
}
|
|
|
|
void NodePath::
|
|
set_sz(const NodePath &other, PN_stdfloat sz) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 scale = get_scale(other);
|
|
scale[2] = sz;
|
|
set_scale(other, scale);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_scale
|
|
// Access: Published
|
|
// Description: Returns the relative scale of the bottom node
|
|
// as seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVecBase3 NodePath::
|
|
get_scale(const NodePath &other) const {
|
|
nassertr_always(!is_empty(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
CPT(TransformState) transform = get_transform(other);
|
|
return transform->get_scale();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shear
|
|
// Access: Published
|
|
// Description: Sets the shear component of the transform,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shear(const NodePath &other, const LVecBase3 &shear) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other three components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_pos = orig_transform->get_pos();
|
|
const LVecBase3 &orig_hpr = orig_transform->get_hpr();
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
|
|
set_transform(other, rel_transform->set_shear(shear));
|
|
const TransformState *new_transform = get_transform();
|
|
if (new_transform->has_components()) {
|
|
set_transform(TransformState::make_pos_hpr_scale_shear
|
|
(orig_pos, orig_hpr, orig_scale, new_transform->get_shear()));
|
|
}
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, rel_transform->set_shear(shear));
|
|
}
|
|
}
|
|
|
|
void NodePath::
|
|
set_shxy(const NodePath &other, PN_stdfloat shxy) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 shear = get_shear(other);
|
|
shear[0] = shxy;
|
|
set_shear(other, shear);
|
|
}
|
|
|
|
void NodePath::
|
|
set_shxz(const NodePath &other, PN_stdfloat shxz) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 shear = get_shear(other);
|
|
shear[1] = shxz;
|
|
set_shear(other, shear);
|
|
}
|
|
|
|
void NodePath::
|
|
set_shyz(const NodePath &other, PN_stdfloat shyz) {
|
|
nassertv_always(!is_empty());
|
|
LVecBase3 shear = get_shear(other);
|
|
shear[2] = shyz;
|
|
set_shear(other, shear);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_shear
|
|
// Access: Published
|
|
// Description: Returns the relative shear of the bottom node
|
|
// as seen from the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVecBase3 NodePath::
|
|
get_shear(const NodePath &other) const {
|
|
nassertr_always(!is_empty(), LVecBase3(0.0f, 0.0f, 0.0f));
|
|
CPT(TransformState) transform = get_transform(other);
|
|
return transform->get_shear();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_hpr
|
|
// Access: Published
|
|
// Description: Sets the translation and rotation component of the
|
|
// transform, relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_hpr(const NodePath &other, const LVecBase3 &pos,
|
|
const LVecBase3 &hpr) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other two components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
set_transform(other, TransformState::make_pos_hpr_scale_shear
|
|
(pos, hpr, rel_transform->get_scale(), rel_transform->get_shear()));
|
|
const TransformState *new_transform = get_transform();
|
|
if (new_transform->has_components()) {
|
|
set_pos_hpr_scale_shear(new_transform->get_pos(), new_transform->get_hpr(),
|
|
orig_scale, orig_shear);
|
|
}
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, TransformState::make_pos_hpr_scale_shear
|
|
(pos, hpr, rel_transform->get_scale(), rel_transform->get_shear()));
|
|
node()->reset_prev_transform();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_quat
|
|
// Access: Published
|
|
// Description: Sets the translation and rotation component of the
|
|
// transform, relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_quat(const NodePath &other, const LVecBase3 &pos,
|
|
const LQuaternion &quat) {
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) rel_transform = get_transform(other);
|
|
|
|
CPT(TransformState) orig_transform = get_transform();
|
|
if (orig_transform->has_components()) {
|
|
// If we had a componentwise transform before we started, we
|
|
// should be careful to preserve the other two components. We
|
|
// wouldn't need to do this, except for the possibility of
|
|
// numerical error or decompose ambiguity.
|
|
const LVecBase3 &orig_scale = orig_transform->get_scale();
|
|
const LVecBase3 &orig_shear = orig_transform->get_shear();
|
|
|
|
set_transform(other, TransformState::make_pos_quat_scale_shear
|
|
(pos, quat, rel_transform->get_scale(), rel_transform->get_shear()));
|
|
const TransformState *new_transform = get_transform();
|
|
if (new_transform->has_components()) {
|
|
set_pos_quat_scale_shear(new_transform->get_pos(), new_transform->get_quat(),
|
|
orig_scale, orig_shear);
|
|
}
|
|
|
|
} else {
|
|
// If we didn't have a componentwise transform already, never
|
|
// mind.
|
|
set_transform(other, TransformState::make_pos_quat_scale_shear
|
|
(pos, quat, rel_transform->get_scale(), rel_transform->get_shear()));
|
|
node()->reset_prev_transform();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_hpr_scale
|
|
// Access: Published
|
|
// Description: Sets the rotation and scale components of the
|
|
// transform, leaving translation untouched. This, or
|
|
// set_pos_hpr_scale, is the preferred way to update a
|
|
// transform when both hpr and scale are to be changed.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_hpr_scale(const NodePath &other, const LVecBase3 &hpr, const LVecBase3 &scale) {
|
|
// We don't bother trying very hard to preserve pos across this
|
|
// operation, unlike the work we do above to preserve hpr or scale,
|
|
// since it generally doesn't matter that much if pos is off by a
|
|
// few thousandths.
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform(other);
|
|
transform = TransformState::make_pos_hpr_scale_shear
|
|
(transform->get_pos(), hpr, scale, transform->get_shear());
|
|
set_transform(other, transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_quat_scale
|
|
// Access: Published
|
|
// Description: Sets the rotation and scale components of the
|
|
// transform, leaving translation untouched. This, or
|
|
// set_pos_quat_scale, is the preferred way to update a
|
|
// transform when both quat and scale are to be changed.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_quat_scale(const NodePath &other, const LQuaternion &quat,
|
|
const LVecBase3 &scale) {
|
|
// We don't bother trying very hard to preserve pos across this
|
|
// operation, unlike the work we do above to preserve quat or scale,
|
|
// since it generally doesn't matter that much if pos is off by a
|
|
// few thousandths.
|
|
nassertv_always(!is_empty());
|
|
CPT(TransformState) transform = get_transform(other);
|
|
transform = TransformState::make_pos_quat_scale_shear
|
|
(transform->get_pos(), quat, scale, transform->get_shear());
|
|
set_transform(other, transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_hpr_scale
|
|
// Access: Published
|
|
// Description: Completely replaces the transform with new
|
|
// translation, rotation, and scale components, relative
|
|
// to the other node, implicitly setting shear to 0.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_hpr_scale(const NodePath &other,
|
|
const LVecBase3 &pos, const LVecBase3 &hpr,
|
|
const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(other, TransformState::make_pos_hpr_scale
|
|
(pos, hpr, scale));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_quat_scale
|
|
// Access: Published
|
|
// Description: Completely replaces the transform with new
|
|
// translation, rotation, and scale components, relative
|
|
// to the other node, implicitly setting shear to 0.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_quat_scale(const NodePath &other,
|
|
const LVecBase3 &pos, const LQuaternion &quat,
|
|
const LVecBase3 &scale) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(other, TransformState::make_pos_quat_scale
|
|
(pos, quat, scale));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_hpr_scale_shear
|
|
// Access: Published
|
|
// Description: Completely replaces the transform with new
|
|
// translation, rotation, scale, and shear components,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_hpr_scale_shear(const NodePath &other,
|
|
const LVecBase3 &pos, const LVecBase3 &hpr,
|
|
const LVecBase3 &scale, const LVecBase3 &shear) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(other, TransformState::make_pos_hpr_scale_shear
|
|
(pos, hpr, scale, shear));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_pos_quat_scale_shear
|
|
// Access: Published
|
|
// Description: Completely replaces the transform with new
|
|
// translation, rotation, scale, and shear components,
|
|
// relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_pos_quat_scale_shear(const NodePath &other,
|
|
const LVecBase3 &pos, const LQuaternion &quat,
|
|
const LVecBase3 &scale, const LVecBase3 &shear) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(other, TransformState::make_pos_quat_scale_shear
|
|
(pos, quat, scale, shear));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_mat
|
|
// Access: Published
|
|
// Description: Returns the matrix that describes the coordinate
|
|
// space of the bottom node, relative to the other
|
|
// path's bottom node's coordinate space.
|
|
////////////////////////////////////////////////////////////////////
|
|
LMatrix4 NodePath::
|
|
get_mat(const NodePath &other) const {
|
|
CPT(TransformState) transform = get_transform(other);
|
|
// We can't safely return a reference to the matrix, because we
|
|
// can't assume the transform won't go away when the function
|
|
// returns. If the transform was partially modified by, say, a
|
|
// CompassEffect, it won't be stored in the cache, and thus we might
|
|
// have the only reference to it.
|
|
return transform->get_mat();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_mat
|
|
// Access: Published
|
|
// Description: Converts the indicated matrix from the other's
|
|
// coordinate space to the local coordinate space, and
|
|
// applies it to the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_mat(const NodePath &other, const LMatrix4 &mat) {
|
|
nassertv_always(!is_empty());
|
|
set_transform(other, TransformState::make_mat(mat));
|
|
node()->reset_prev_transform();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_relative_point
|
|
// Access: Published
|
|
// Description: Given that the indicated point is in the coordinate
|
|
// system of the other node, returns the same point in
|
|
// this node's coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
LPoint3 NodePath::
|
|
get_relative_point(const NodePath &other, const LVecBase3 &point) const {
|
|
CPT(TransformState) transform = other.get_transform(*this);
|
|
LPoint3 rel_point = LPoint3(point) * transform->get_mat();
|
|
return rel_point;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_relative_vector
|
|
// Access: Published
|
|
// Description: Given that the indicated vector is in the coordinate
|
|
// system of the other node, returns the same vector in
|
|
// this node's coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVector3 NodePath::
|
|
get_relative_vector(const NodePath &other, const LVecBase3 &vec) const {
|
|
CPT(TransformState) transform = other.get_transform(*this);
|
|
LVector3 rel_vector = LVector3(vec) * transform->get_mat();
|
|
return rel_vector;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::look_at
|
|
// Access: Published
|
|
// Description: Sets the transform on this NodePath so that it
|
|
// rotates to face the indicated point in space, which
|
|
// is relative to the other NodePath.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
look_at(const NodePath &other, const LPoint3 &point, const LVector3 &up) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(TransformState) transform = other.get_transform(get_parent());
|
|
LPoint3 rel_point = point * transform->get_mat();
|
|
|
|
LPoint3 pos = get_pos();
|
|
|
|
LQuaternion quat;
|
|
::look_at(quat, rel_point - pos, up);
|
|
set_quat(quat);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::heads_up
|
|
// Access: Published
|
|
// Description: Behaves like look_at(), but with a strong preference
|
|
// to keeping the up vector oriented in the indicated
|
|
// "up" direction.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
heads_up(const NodePath &other, const LPoint3 &point, const LVector3 &up) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(TransformState) transform = other.get_transform(get_parent());
|
|
LPoint3 rel_point = point * transform->get_mat();
|
|
|
|
LPoint3 pos = get_pos();
|
|
|
|
LQuaternion quat;
|
|
::heads_up(quat, rel_point - pos, up);
|
|
set_quat(quat);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_color
|
|
// Access: Published
|
|
// Description: Applies a scene-graph color to the referenced node.
|
|
// This color will apply to all geometry at this level
|
|
// and below (that does not specify a new color or a
|
|
// set_color_off()).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_color(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a,
|
|
int priority) {
|
|
set_color(LColor(r, g, b, a), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_color
|
|
// Access: Published
|
|
// Description: Applies a scene-graph color to the referenced node.
|
|
// This color will apply to all geometry at this level
|
|
// and below (that does not specify a new color or a
|
|
// set_color_off()).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_color(const LColor &color, int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(ColorAttrib::make_flat(color), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_color_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using the geometry color. This is normally the
|
|
// default, but it may be useful to use this to
|
|
// contradict set_color() at a higher node level (or,
|
|
// with a priority, to override a set_color() at a lower
|
|
// level).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_color_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(ColorAttrib::make_vertex(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_color
|
|
// Access: Published
|
|
// Description: Completely removes any color adjustment from the node.
|
|
// This allows the natural color of the geometry, or
|
|
// whatever color transitions might be otherwise
|
|
// affecting the geometry, to show instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_color() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(ColorAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_color
|
|
// Access: Published
|
|
// Description: Returns true if a color has been applied to the given
|
|
// node, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_color() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(ColorAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_color
|
|
// Access: Published
|
|
// Description: Returns the color that has been assigned to the node,
|
|
// or black if no color has been assigned.
|
|
////////////////////////////////////////////////////////////////////
|
|
LColor NodePath::
|
|
get_color() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ColorAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ColorAttrib *ca = DCAST(ColorAttrib, attrib);
|
|
if (ca->get_color_type() == ColorAttrib::T_flat) {
|
|
return ca->get_color();
|
|
}
|
|
}
|
|
|
|
pgraph_cat.warning()
|
|
<< "get_color() called on " << *this << " which has no color set.\n";
|
|
|
|
return LColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_color_scale
|
|
// Access: Published
|
|
// Description: Returns true if a color scale has been applied
|
|
// to the referenced node, false otherwise. It is still
|
|
// possible that color at this node might have been
|
|
// scaled by an ancestor node.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_color_scale() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(ColorScaleAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_color_scale
|
|
// Access: Published
|
|
// Description: Completely removes any color scale from the
|
|
// referenced node. This is preferable to simply
|
|
// setting the color scale to identity, as it also
|
|
// removes the overhead associated with having a color
|
|
// scale at all.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_color_scale() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(ColorScaleAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::compose_color_scale
|
|
// Access: Published
|
|
// Description: multiplies the color scale component of the transform,
|
|
// with previous color scale leaving translation and
|
|
// rotation untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
compose_color_scale(const LVecBase4 &scale, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ColorScaleAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ColorScaleAttrib::get_class_slot()));
|
|
const ColorScaleAttrib *csa = DCAST(ColorScaleAttrib, attrib);
|
|
|
|
// Modify the existing ColorScaleAttrib by multiplying with the
|
|
// indicated colorScale.
|
|
LVecBase4 prev_color_scale = csa->get_scale();
|
|
LVecBase4 new_color_scale(prev_color_scale[0]*scale[0],
|
|
prev_color_scale[1]*scale[1],
|
|
prev_color_scale[2]*scale[2],
|
|
prev_color_scale[3]*scale[3]);
|
|
node()->set_attrib(csa->set_scale(new_color_scale), priority);
|
|
|
|
} else {
|
|
// Create a new ColorScaleAttrib for this node.
|
|
node()->set_attrib(ColorScaleAttrib::make(scale), priority);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_color_scale
|
|
// Access: Published
|
|
// Description: Sets the color scale component of the transform,
|
|
// leaving translation and rotation untouched.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_color_scale(const LVecBase4 &scale, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ColorScaleAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ColorScaleAttrib::get_class_slot()));
|
|
const ColorScaleAttrib *csa = DCAST(ColorScaleAttrib, attrib);
|
|
|
|
// Modify the existing ColorScaleAttrib to add the indicated
|
|
// colorScale.
|
|
node()->set_attrib(csa->set_scale(scale), priority);
|
|
|
|
} else {
|
|
// Create a new ColorScaleAttrib for this node.
|
|
node()->set_attrib(ColorScaleAttrib::make(scale), priority);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_color_scale_off
|
|
// Access: Published
|
|
// Description: Disables any color scale attribute inherited from
|
|
// above. This is not the same thing as
|
|
// clear_color_scale(), which undoes any previous
|
|
// set_color_scale() operation on this node; rather,
|
|
// this actively disables any set_color_scale() that
|
|
// might be inherited from a parent node. This also
|
|
// disables set_alpha_scale() at the same time.
|
|
//
|
|
// It is legal to specify a new color scale on the same
|
|
// node with a subsequent call to set_color_scale() or
|
|
// set_alpha_scale(); this new scale will apply to lower
|
|
// geometry.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_color_scale_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(ColorScaleAttrib::make_off(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_alpha_scale
|
|
// Access: Published
|
|
// Description: Sets the alpha scale component of the transform
|
|
// without (much) affecting the color scale. Note that
|
|
// any priority specified will also apply to the color
|
|
// scale.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_alpha_scale(PN_stdfloat scale, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ColorScaleAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ColorScaleAttrib::get_class_slot()));
|
|
const ColorScaleAttrib *csa = DCAST(ColorScaleAttrib, attrib);
|
|
|
|
// Modify the existing ColorScaleAttrib to add the indicated
|
|
// colorScale.
|
|
const LVecBase4 &sc = csa->get_scale();
|
|
node()->set_attrib(csa->set_scale(LVecBase4(sc[0], sc[1], sc[2], scale)), priority);
|
|
|
|
} else {
|
|
// Create a new ColorScaleAttrib for this node.
|
|
node()->set_attrib(ColorScaleAttrib::make(LVecBase4(1.0f, 1.0f, 1.0f, scale)), priority);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_all_color_scale
|
|
// Access: Published
|
|
// Description: Scales all the color components of the object by the
|
|
// same amount, darkening the object, without (much)
|
|
// affecting alpha. Note that any priority specified
|
|
// will also apply to the alpha scale.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_all_color_scale(PN_stdfloat scale, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ColorScaleAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ColorScaleAttrib::get_class_slot()));
|
|
const ColorScaleAttrib *csa = DCAST(ColorScaleAttrib, attrib);
|
|
|
|
// Modify the existing ColorScaleAttrib to add the indicated
|
|
// colorScale.
|
|
const LVecBase4 &sc = csa->get_scale();
|
|
node()->set_attrib(csa->set_scale(LVecBase4(scale, scale, scale, sc[3])), priority);
|
|
|
|
} else {
|
|
// Create a new ColorScaleAttrib for this node.
|
|
node()->set_attrib(ColorScaleAttrib::make(LVecBase4(scale, scale, scale, 1.0f)), priority);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_color_scale
|
|
// Access: Published
|
|
// Description: Returns the complete color scale vector that has been
|
|
// applied to this node via a previous call to
|
|
// set_color_scale() and/or set_alpha_scale(), or all
|
|
// 1's (identity) if no scale has been applied to this
|
|
// particular node.
|
|
////////////////////////////////////////////////////////////////////
|
|
const LVecBase4 &NodePath::
|
|
get_color_scale() const {
|
|
static const LVecBase4 ident_scale(1.0f, 1.0f, 1.0f, 1.0f);
|
|
nassertr_always(!is_empty(), ident_scale);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ColorScaleAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ColorScaleAttrib *csa = DCAST(ColorScaleAttrib, attrib);
|
|
return csa->get_scale();
|
|
}
|
|
|
|
return ident_scale;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_light
|
|
// Access: Published
|
|
// Description: Adds the indicated Light or PolylightNode to the list
|
|
// of lights that illuminate geometry at this node and
|
|
// below. The light itself should be parented into the
|
|
// scene graph elsewhere, to represent the light's
|
|
// position in space; but until set_light() is called it
|
|
// will illuminate no geometry.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_light(const NodePath &light, int priority) {
|
|
nassertv_always(!is_empty());
|
|
if (!light.is_empty()) {
|
|
Light *light_obj = light.node()->as_light();
|
|
if (light_obj != (Light *)NULL) {
|
|
// It's an actual Light object.
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(LightAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(LightAttrib::get_class_slot()));
|
|
const LightAttrib *la = DCAST(LightAttrib, attrib);
|
|
|
|
// Modify the existing LightAttrib to add the indicated
|
|
// light.
|
|
node()->set_attrib(la->add_on_light(light), priority);
|
|
|
|
} else {
|
|
// Create a new LightAttrib for this node.
|
|
CPT(LightAttrib) la = DCAST(LightAttrib, LightAttrib::make());
|
|
node()->set_attrib(la->add_on_light(light), priority);
|
|
}
|
|
return;
|
|
|
|
} else if (light.node()->is_of_type(PolylightNode::get_class_type())) {
|
|
// It's a Polylight object.
|
|
if (priority != 0) {
|
|
// PolylightEffects can't have a priority, since they're just
|
|
// an effect to be applied immediately.
|
|
pgraph_cat.warning()
|
|
<< "Ignoring priority on set_light(" << light << ")\n";
|
|
}
|
|
|
|
const RenderEffect *effect =
|
|
node()->get_effect(PolylightEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const PolylightEffect *ple = DCAST(PolylightEffect, effect);
|
|
|
|
// Modify the existing PolylightEffect to add the indicated
|
|
// light.
|
|
node()->set_effect(ple->add_light(light));
|
|
|
|
} else {
|
|
// Create a new PolylightEffect for this node.
|
|
CPT(PolylightEffect) ple = DCAST(PolylightEffect, PolylightEffect::make());
|
|
node()->set_effect(ple->add_light(light));
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
nassert_raise("Not a Light object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_light_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using no lights at all. This is different
|
|
// from not specifying a light; rather, this
|
|
// specifically contradicts set_light() at a higher
|
|
// node level (or, with a priority, overrides a
|
|
// set_light() at a lower level).
|
|
//
|
|
// If no lights are in effect on a particular piece of
|
|
// geometry, that geometry is rendered with lighting
|
|
// disabled.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_light_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(LightAttrib::make_all_off(), priority);
|
|
node()->clear_effect(PolylightEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_light_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// without using the indicated Light. This is different
|
|
// from not specifying the Light; rather, this
|
|
// specifically contradicts set_light() at a higher node
|
|
// level (or, with a priority, overrides a set_light()
|
|
// at a lower level).
|
|
//
|
|
// This interface does not support PolylightNodes, which
|
|
// cannot be turned off at a lower level.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_light_off(const NodePath &light, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
if (!light.is_empty()) {
|
|
Light *light_obj = light.node()->as_light();
|
|
if (light_obj != (Light *)NULL) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(LightAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(LightAttrib::get_class_slot()));
|
|
const LightAttrib *la = DCAST(LightAttrib, attrib);
|
|
|
|
// Modify the existing LightAttrib to add the indicated light
|
|
// to the "off" list. This also, incidentally, removes it from
|
|
// the "on" list if it is there.
|
|
node()->set_attrib(la->add_off_light(light), priority);
|
|
|
|
} else {
|
|
// Create a new LightAttrib for this node that turns off the
|
|
// indicated light.
|
|
CPT(LightAttrib) la = DCAST(LightAttrib, LightAttrib::make());
|
|
node()->set_attrib(la->add_off_light(light), priority);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
nassert_raise("Not a Light object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_light
|
|
// Access: Published
|
|
// Description: Completely removes any lighting operations that may
|
|
// have been set via set_light() or set_light_off()
|
|
// from this particular node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_light() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(LightAttrib::get_class_slot());
|
|
node()->clear_effect(PolylightEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_light
|
|
// Access: Published
|
|
// Description: Removes any reference to the indicated Light or
|
|
// PolylightNode from the NodePath.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_light(const NodePath &light) {
|
|
nassertv_always(!is_empty());
|
|
|
|
if (!light.is_empty()) {
|
|
Light *light_obj = light.node()->as_light();
|
|
if (light_obj != (Light *)NULL) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(LightAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
CPT(LightAttrib) la = DCAST(LightAttrib, attrib);
|
|
la = DCAST(LightAttrib, la->remove_on_light(light));
|
|
la = DCAST(LightAttrib, la->remove_off_light(light));
|
|
|
|
if (la->is_identity()) {
|
|
node()->clear_attrib(LightAttrib::get_class_slot());
|
|
|
|
} else {
|
|
int priority = node()->get_state()->get_override(LightAttrib::get_class_slot());
|
|
node()->set_attrib(la, priority);
|
|
}
|
|
}
|
|
return;
|
|
|
|
} else if (light.node()->is_of_type(PolylightNode::get_class_type())) {
|
|
const RenderEffect *effect =
|
|
node()->get_effect(PolylightEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
CPT(PolylightEffect) ple = DCAST(PolylightEffect, effect);
|
|
ple = DCAST(PolylightEffect, ple->remove_light(light));
|
|
node()->set_effect(ple);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
nassert_raise("Not a Light object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_light
|
|
// Access: Published
|
|
// Description: Returns true if the indicated Light or PolylightNode
|
|
// has been specifically enabled on this particular
|
|
// node. This means that someone called set_light() on
|
|
// this node with the indicated light.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_light(const NodePath &light) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
if (!light.is_empty()) {
|
|
Light *light_obj = light.node()->as_light();
|
|
if (light_obj != (Light *)NULL) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(LightAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const LightAttrib *la = DCAST(LightAttrib, attrib);
|
|
return la->has_on_light(light);
|
|
}
|
|
return false;
|
|
|
|
} else if (light.node()->is_of_type(PolylightNode::get_class_type())) {
|
|
const RenderEffect *effect =
|
|
node()->get_effect(PolylightEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const PolylightEffect *ple = DCAST(PolylightEffect, effect);
|
|
return ple->has_light(light);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
nassert_raise("Not a Light object.");
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_light_off
|
|
// Access: Published
|
|
// Description: Returns true if all Lights have been specifically
|
|
// disabled on this particular node. This means that
|
|
// someone called set_light_off() on this node with no
|
|
// parameters.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_light_off() const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(LightAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const LightAttrib *la = DCAST(LightAttrib, attrib);
|
|
return la->has_all_off();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_light_off
|
|
// Access: Published
|
|
// Description: Returns true if the indicated Light has been
|
|
// specifically disabled on this particular node. This
|
|
// means that someone called set_light_off() on this
|
|
// node with the indicated light.
|
|
//
|
|
// This interface does not support PolylightNodes, which
|
|
// cannot be turned off at a lower level.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_light_off(const NodePath &light) const {
|
|
nassertr_always(!is_empty(), false);
|
|
if (!light.is_empty()) {
|
|
Light *light_obj = light.node()->as_light();
|
|
if (light_obj != (Light *)NULL) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(LightAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const LightAttrib *la = DCAST(LightAttrib, attrib);
|
|
return la->has_off_light(light);
|
|
}
|
|
}
|
|
}
|
|
nassert_raise("Not a Light object.");
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_clip_plane
|
|
// Access: Published
|
|
// Description: Adds the indicated clipping plane to the list of
|
|
// planes that apply to geometry at this node and below.
|
|
// The clipping plane itself, a PlaneNode, should be
|
|
// parented into the scene graph elsewhere, to represent
|
|
// the plane's position in space; but until
|
|
// set_clip_plane() is called it will clip no geometry.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_clip_plane(const NodePath &clip_plane, int priority) {
|
|
nassertv_always(!is_empty());
|
|
if (!clip_plane.is_empty() && clip_plane.node()->is_of_type(PlaneNode::get_class_type())) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ClipPlaneAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ClipPlaneAttrib::get_class_slot()));
|
|
const ClipPlaneAttrib *la = DCAST(ClipPlaneAttrib, attrib);
|
|
|
|
// Modify the existing ClipPlaneAttrib to add the indicated
|
|
// clip_plane.
|
|
node()->set_attrib(la->add_on_plane(clip_plane), priority);
|
|
|
|
} else {
|
|
// Create a new ClipPlaneAttrib for this node.
|
|
CPT(ClipPlaneAttrib) la = DCAST(ClipPlaneAttrib, ClipPlaneAttrib::make());
|
|
node()->set_attrib(la->add_on_plane(clip_plane), priority);
|
|
}
|
|
return;
|
|
}
|
|
nassert_raise("Not a PlaneNode object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_clip_plane_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using no clip_planes at all. This is different
|
|
// from not specifying a clip_plane; rather, this
|
|
// specifically contradicts set_clip_plane() at a higher
|
|
// node level (or, with a priority, overrides a
|
|
// set_clip_plane() at a lower level).
|
|
//
|
|
// If no clip_planes are in effect on a particular piece
|
|
// of geometry, that geometry is rendered without being
|
|
// clipped (other than by the viewing frustum).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_clip_plane_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(ClipPlaneAttrib::make_all_off(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_clip_plane_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// without being clipped by the indicated PlaneNode.
|
|
// This is different from not specifying the PlaneNode;
|
|
// rather, this specifically contradicts
|
|
// set_clip_plane() at a higher node level (or, with a
|
|
// priority, overrides a set_clip_plane() at a lower
|
|
// level).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_clip_plane_off(const NodePath &clip_plane, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
if (!clip_plane.is_empty() && clip_plane.node()->is_of_type(PlaneNode::get_class_type())) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ClipPlaneAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ClipPlaneAttrib::get_class_slot()));
|
|
const ClipPlaneAttrib *la = DCAST(ClipPlaneAttrib, attrib);
|
|
|
|
// Modify the existing ClipPlaneAttrib to add the indicated clip_plane
|
|
// to the "off" list. This also, incidentally, removes it from
|
|
// the "on" list if it is there.
|
|
node()->set_attrib(la->add_off_plane(clip_plane), priority);
|
|
|
|
} else {
|
|
// Create a new ClipPlaneAttrib for this node that turns off the
|
|
// indicated clip_plane.
|
|
CPT(ClipPlaneAttrib) la = DCAST(ClipPlaneAttrib, ClipPlaneAttrib::make());
|
|
node()->set_attrib(la->add_off_plane(clip_plane), priority);
|
|
}
|
|
return;
|
|
}
|
|
nassert_raise("Not a PlaneNode object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_clip_plane
|
|
// Access: Published
|
|
// Description: Completely removes any clip planes that may have been
|
|
// set via set_clip_plane() or set_clip_plane_off() from
|
|
// this particular node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_clip_plane() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(ClipPlaneAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_clip_plane
|
|
// Access: Published
|
|
// Description: Removes any reference to the indicated clipping plane
|
|
// from the NodePath.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_clip_plane(const NodePath &clip_plane) {
|
|
nassertv_always(!is_empty());
|
|
|
|
if (!clip_plane.is_empty() && clip_plane.node()->is_of_type(PlaneNode::get_class_type())) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ClipPlaneAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
CPT(ClipPlaneAttrib) la = DCAST(ClipPlaneAttrib, attrib);
|
|
la = DCAST(ClipPlaneAttrib, la->remove_on_plane(clip_plane));
|
|
la = DCAST(ClipPlaneAttrib, la->remove_off_plane(clip_plane));
|
|
|
|
if (la->is_identity()) {
|
|
node()->clear_attrib(ClipPlaneAttrib::get_class_slot());
|
|
|
|
} else {
|
|
int priority = node()->get_state()->get_override(ClipPlaneAttrib::get_class_slot());
|
|
node()->set_attrib(la, priority);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
nassert_raise("Not a PlaneNode object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_clip_plane
|
|
// Access: Published
|
|
// Description: Returns true if the indicated clipping plane has been
|
|
// specifically applied to this particular node. This
|
|
// means that someone called set_clip_plane() on this
|
|
// node with the indicated clip_plane.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_clip_plane(const NodePath &clip_plane) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
if (!clip_plane.is_empty() && clip_plane.node()->is_of_type(PlaneNode::get_class_type())) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ClipPlaneAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ClipPlaneAttrib *la = DCAST(ClipPlaneAttrib, attrib);
|
|
return la->has_on_plane(clip_plane);
|
|
}
|
|
return false;
|
|
}
|
|
nassert_raise("Not a PlaneNode object.");
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_clip_plane_off
|
|
// Access: Published
|
|
// Description: Returns true if all clipping planes have been
|
|
// specifically disabled on this particular node. This
|
|
// means that someone called set_clip_plane_off() on
|
|
// this node with no parameters.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_clip_plane_off() const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ClipPlaneAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ClipPlaneAttrib *la = DCAST(ClipPlaneAttrib, attrib);
|
|
return la->has_all_off();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_clip_plane_off
|
|
// Access: Published
|
|
// Description: Returns true if the indicated clipping plane has been
|
|
// specifically disabled on this particular node. This
|
|
// means that someone called set_clip_plane_off() on
|
|
// this node with the indicated clip_plane.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_clip_plane_off(const NodePath &clip_plane) const {
|
|
nassertr_always(!is_empty(), false);
|
|
if (!clip_plane.is_empty() && clip_plane.node()->is_of_type(PlaneNode::get_class_type())) {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ClipPlaneAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ClipPlaneAttrib *la = DCAST(ClipPlaneAttrib, attrib);
|
|
return la->has_off_plane(clip_plane);
|
|
}
|
|
}
|
|
nassert_raise("Not a PlaneNode object.");
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_occluder
|
|
// Access: Published
|
|
// Description: Adds the indicated occluder to the list of
|
|
// occluders that apply to geometry at this node and below.
|
|
// The occluder itself, an OccluderNode, should be
|
|
// parented into the scene graph elsewhere, to represent
|
|
// the occluder's position in space; but until
|
|
// set_occluder() is called it will clip no geometry.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_occluder(const NodePath &occluder) {
|
|
nassertv_always(!is_empty());
|
|
if (!occluder.is_empty() && occluder.node()->is_of_type(OccluderNode::get_class_type())) {
|
|
const RenderEffect *effect =
|
|
node()->get_effect(OccluderEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const OccluderEffect *la = DCAST(OccluderEffect, effect);
|
|
|
|
// Modify the existing OccluderEffect to add the indicated
|
|
// occluder.
|
|
node()->set_effect(la->add_on_occluder(occluder));
|
|
|
|
} else {
|
|
// Create a new OccluderEffect for this node.
|
|
CPT(OccluderEffect) la = DCAST(OccluderEffect, OccluderEffect::make());
|
|
node()->set_effect(la->add_on_occluder(occluder));
|
|
}
|
|
return;
|
|
}
|
|
nassert_raise("Not an OccluderNode object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_occluder
|
|
// Access: Published
|
|
// Description: Completely removes any occluders that may have been
|
|
// set via set_occluder() from this particular node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_occluder() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_effect(OccluderEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_occluder
|
|
// Access: Published
|
|
// Description: Removes any reference to the indicated occluder
|
|
// from the NodePath.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_occluder(const NodePath &occluder) {
|
|
nassertv_always(!is_empty());
|
|
|
|
if (!occluder.is_empty() && occluder.node()->is_of_type(OccluderNode::get_class_type())) {
|
|
const RenderEffect *effect =
|
|
node()->get_effect(OccluderEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
CPT(OccluderEffect) la = DCAST(OccluderEffect, effect);
|
|
la = DCAST(OccluderEffect, la->remove_on_occluder(occluder));
|
|
|
|
if (la->is_identity()) {
|
|
node()->clear_effect(OccluderEffect::get_class_type());
|
|
|
|
} else {
|
|
node()->set_effect(la);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
nassert_raise("Not an OccluderNode object.");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_occluder
|
|
// Access: Published
|
|
// Description: Returns true if the indicated occluder has been
|
|
// specifically applied to this particular node. This
|
|
// means that someone called set_occluder() on this
|
|
// node with the indicated occluder.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_occluder(const NodePath &occluder) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
if (!occluder.is_empty() && occluder.node()->is_of_type(OccluderNode::get_class_type())) {
|
|
const RenderEffect *effect =
|
|
node()->get_effect(OccluderEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const OccluderEffect *la = DCAST(OccluderEffect, effect);
|
|
return la->has_on_occluder(occluder);
|
|
}
|
|
return false;
|
|
}
|
|
nassert_raise("Not an OccluderNode object.");
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scissor
|
|
// Access: Published
|
|
// Description: Sets up a scissor region on the nodes rendered at
|
|
// this level and below. The four coordinates are
|
|
// understood to define a rectangle in screen space.
|
|
// These numbers are relative to the current
|
|
// DisplayRegion, where (0,0) is the lower-left corner
|
|
// of the DisplayRegion, and (1,1) is the upper-right
|
|
// corner.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scissor(PN_stdfloat left, PN_stdfloat right, PN_stdfloat bottom, PN_stdfloat top) {
|
|
set_effect(ScissorEffect::make_screen(LVecBase4(left, right, bottom, top)));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scissor
|
|
// Access: Published
|
|
// Description: Sets up a scissor region on the nodes rendered at
|
|
// this level and below. The two points are understood
|
|
// to be relative to this node. When these points are
|
|
// projected into screen space, they define the
|
|
// diagonally-opposite points that determine the scissor
|
|
// region.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scissor(const LPoint3 &a, const LPoint3 &b) {
|
|
set_effect(ScissorEffect::make_node(a, b));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scissor
|
|
// Access: Published
|
|
// Description: Sets up a scissor region on the nodes rendered at
|
|
// this level and below. The four points are understood
|
|
// to be relative to this node. When these points are
|
|
// projected into screen space, they define the
|
|
// bounding volume of the scissor region (the scissor
|
|
// region is the smallest onscreen rectangle that
|
|
// encloses all four points).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scissor(const LPoint3 &a, const LPoint3 &b,
|
|
const LPoint3 &c, const LPoint3 &d) {
|
|
set_effect(ScissorEffect::make_node(a, b, c, d));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scissor
|
|
// Access: Published
|
|
// Description: Sets up a scissor region on the nodes rendered at
|
|
// this level and below. The two points are understood
|
|
// to be relative to the indicated other node. When
|
|
// these points are projected into screen space, they
|
|
// define the diagonally-opposite points that determine
|
|
// the scissor region.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scissor(const NodePath &other, const LPoint3 &a, const LPoint3 &b) {
|
|
set_effect(ScissorEffect::make_node(a, b, other));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_scissor
|
|
// Access: Published
|
|
// Description: Sets up a scissor region on the nodes rendered at
|
|
// this level and below. The four points are understood
|
|
// to be relative to the indicated other node. When
|
|
// these points are projected into screen space, they
|
|
// define the bounding volume of the scissor region (the
|
|
// scissor region is the smallest onscreen rectangle
|
|
// that encloses all four points).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_scissor(const NodePath &other,
|
|
const LPoint3 &a, const LPoint3 &b,
|
|
const LPoint3 &c, const LPoint3 &d) {
|
|
set_effect(ScissorEffect::make_node(a, b, c, d, other));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_scissor
|
|
// Access: Published
|
|
// Description: Removes the scissor region that was defined at this
|
|
// node level by a previous call to set_scissor().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_scissor() {
|
|
clear_effect(ScissorEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_scissor
|
|
// Access: Published
|
|
// Description: Returns true if a scissor region was defined at this
|
|
// node by a previous call to set_scissor(). This does
|
|
// not check for scissor regions inherited from a parent
|
|
// class. It also does not check for the presence of a
|
|
// low-level ScissorAttrib, which is different from the
|
|
// ScissorEffect added by set_scissor.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_scissor() const {
|
|
return has_effect(ScissorEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_bin
|
|
// Access: Published
|
|
// Description: Assigns the geometry at this level and below to the
|
|
// named rendering bin. It is the user's responsibility
|
|
// to ensure that such a bin already exists, either via
|
|
// the cull-bin Configrc variable, or by explicitly
|
|
// creating a GeomBin of the appropriate type at
|
|
// runtime.
|
|
//
|
|
// There are two default bins created when Panda is
|
|
// started: "default" and "fixed". Normally, all
|
|
// geometry is assigned to "default" unless specified
|
|
// otherwise. This bin renders opaque geometry in
|
|
// state-sorted order, followed by transparent geometry
|
|
// sorted back-to-front. If any geometry is assigned to
|
|
// "fixed", this will be rendered following all the
|
|
// geometry in "default", in the order specified by
|
|
// draw_order for each piece of geometry so assigned.
|
|
//
|
|
// The draw_order parameter is meaningful only for
|
|
// GeomBinFixed type bins, e.g. "fixed". Other kinds of
|
|
// bins ignore it.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_bin(const string &bin_name, int draw_order, int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(CullBinAttrib::make(bin_name, draw_order), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_bin
|
|
// Access: Published
|
|
// Description: Completely removes any bin adjustment that may have
|
|
// been set via set_bin() from this particular node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_bin() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(CullBinAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_bin
|
|
// Access: Published
|
|
// Description: Returns true if the node has been assigned to the a
|
|
// particular rendering bin via set_bin(), false
|
|
// otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_bin() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(CullBinAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_bin_name
|
|
// Access: Published
|
|
// Description: Returns the name of the bin that this particular node
|
|
// was assigned to via set_bin(), or the empty string if
|
|
// no bin was assigned. See set_bin() and has_bin().
|
|
////////////////////////////////////////////////////////////////////
|
|
string NodePath::
|
|
get_bin_name() const {
|
|
nassertr_always(!is_empty(), string());
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(CullBinAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const CullBinAttrib *ba = DCAST(CullBinAttrib, attrib);
|
|
return ba->get_bin_name();
|
|
}
|
|
|
|
return string();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_bin_draw_order
|
|
// Access: Published
|
|
// Description: Returns the drawing order associated with the bin
|
|
// that this particular node was assigned to via
|
|
// set_bin(), or 0 if no bin was assigned. See
|
|
// set_bin() and has_bin().
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
get_bin_draw_order() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(CullBinAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const CullBinAttrib *ba = DCAST(CullBinAttrib, attrib);
|
|
return ba->get_draw_order();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_texture
|
|
// Access: Published
|
|
// Description: Adds the indicated texture to the list of textures
|
|
// that will be rendered on the default texture stage.
|
|
//
|
|
// This is the convenience single-texture variant of
|
|
// this method; it is now superceded by set_texture()
|
|
// that accepts a stage and texture. You may use this
|
|
// method if you just want to adjust the default stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_texture(Texture *tex, int priority) {
|
|
nassertv_always(!is_empty());
|
|
PT(TextureStage) stage = TextureStage::get_default();
|
|
set_texture(stage, tex, priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_texture
|
|
// Access: Published
|
|
// Description: Adds the indicated texture to the list of textures
|
|
// that will be rendered on the indicated multitexture
|
|
// stage. If there are multiple texture stages
|
|
// specified (possibly on multiple different nodes at
|
|
// different levels), they will all be applied to
|
|
// geometry together, according to the stage
|
|
// specification set up in the TextureStage object.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_texture(TextureStage *stage, Texture *tex, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *tsa = DCAST(TextureAttrib, attrib);
|
|
int sg_priority = node()->get_state()->get_override(TextureAttrib::get_class_slot());
|
|
|
|
// Modify the existing TextureAttrib to add the indicated
|
|
// texture.
|
|
node()->set_attrib(tsa->add_on_stage(stage, tex, priority), sg_priority);
|
|
|
|
} else {
|
|
// Create a new TextureAttrib for this node.
|
|
CPT(TextureAttrib) tsa = DCAST(TextureAttrib, TextureAttrib::make());
|
|
node()->set_attrib(tsa->add_on_stage(stage, tex, priority));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_texture_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using no texture, on any stage. This is different
|
|
// from not specifying a texture; rather, this
|
|
// specifically contradicts set_texture() at a higher
|
|
// node level (or, with a priority, overrides a
|
|
// set_texture() at a lower level).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_texture_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(TextureAttrib::make_all_off(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_texture_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using no texture, on the indicated stage. This is
|
|
// different from not specifying a texture; rather, this
|
|
// specifically contradicts set_texture() at a higher
|
|
// node level (or, with a priority, overrides a
|
|
// set_texture() at a lower level).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_texture_off(TextureStage *stage, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *tsa = DCAST(TextureAttrib, attrib);
|
|
int sg_priority = node()->get_state()->get_override(TextureAttrib::get_class_slot());
|
|
|
|
// Modify the existing TextureAttrib to add the indicated texture
|
|
// to the "off" list. This also, incidentally, removes it from
|
|
// the "on" list if it is there.
|
|
node()->set_attrib(tsa->add_off_stage(stage, priority), sg_priority);
|
|
|
|
} else {
|
|
// Create a new TextureAttrib for this node that turns off the
|
|
// indicated stage.
|
|
CPT(TextureAttrib) tsa = DCAST(TextureAttrib, TextureAttrib::make());
|
|
node()->set_attrib(tsa->add_off_stage(stage, priority));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_texture
|
|
// Access: Published
|
|
// Description: Completely removes any texture adjustment that may
|
|
// have been set via set_texture() or set_texture_off()
|
|
// from this particular node. This allows whatever
|
|
// textures might be otherwise affecting the geometry to
|
|
// show instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_texture() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(TextureAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_texture
|
|
// Access: Published
|
|
// Description: Removes any reference to the indicated texture stage
|
|
// from the NodePath.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_texture(TextureStage *stage) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
CPT(TextureAttrib) tsa = DCAST(TextureAttrib, attrib);
|
|
tsa = DCAST(TextureAttrib, tsa->remove_on_stage(stage));
|
|
tsa = DCAST(TextureAttrib, tsa->remove_off_stage(stage));
|
|
|
|
if (tsa->is_identity()) {
|
|
node()->clear_attrib(TextureAttrib::get_class_slot());
|
|
|
|
} else {
|
|
int priority = node()->get_state()->get_override(TextureAttrib::get_class_slot());
|
|
node()->set_attrib(tsa, priority);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_texture
|
|
// Access: Published
|
|
// Description: Returns true if a texture has been applied to this
|
|
// particular node via set_texture(), false otherwise.
|
|
// This is not the same thing as asking whether the
|
|
// geometry at this node will be rendered with
|
|
// texturing, as there may be a texture in effect from a
|
|
// higher or lower level.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_texture() const {
|
|
return get_texture() != (Texture *)NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_texture
|
|
// Access: Published
|
|
// Description: Returns true if texturing has been specifically
|
|
// enabled on this particular node for the indicated
|
|
// stage. This means that someone called
|
|
// set_texture() on this node with the indicated stage
|
|
// name, or the stage_name is the default stage_name,
|
|
// and someone called set_texture() on this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_texture(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
return ta->has_on_stage(stage);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_texture_off
|
|
// Access: Published
|
|
// Description: Returns true if texturing has been specifically
|
|
// disabled on this particular node via
|
|
// set_texture_off(), false otherwise. This is not the
|
|
// same thing as asking whether the geometry at this
|
|
// node will be rendered untextured, as there may be a
|
|
// texture in effect from a higher or lower level.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_texture_off() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
return ta->has_all_off();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_texture_off
|
|
// Access: Published
|
|
// Description: Returns true if texturing has been specifically
|
|
// disabled on this particular node for the indicated
|
|
// stage. This means that someone called
|
|
// set_texture_off() on this node with the indicated
|
|
// stage name, or that someone called set_texture_off()
|
|
// on this node to remove all stages.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_texture_off(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
return ta->has_off_stage(stage);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_texture
|
|
// Access: Published
|
|
// Description: Returns the base-level texture that has been set on
|
|
// this particular node, or NULL if no texture has been
|
|
// set. This is not necessarily the texture that will
|
|
// be applied to the geometry at or below this level, as
|
|
// another texture at a higher or lower level may
|
|
// override.
|
|
//
|
|
// See also find_texture().
|
|
////////////////////////////////////////////////////////////////////
|
|
Texture *NodePath::
|
|
get_texture() const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
return ta->get_texture();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_texture
|
|
// Access: Published
|
|
// Description: Returns the texture that has been set on the
|
|
// indicated stage for this particular node, or NULL if
|
|
// no texture has been set for this stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
Texture *NodePath::
|
|
get_texture(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
return ta->get_on_texture(stage);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader(const Shader *sha, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ShaderAttrib::get_class_slot()));
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->set_shader(sha, priority));
|
|
} else {
|
|
// Create a new ShaderAttrib for this node.
|
|
CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
|
|
node()->set_attrib(sa->set_shader(sha, priority));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_off
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_off(int priority) {
|
|
set_shader(NULL, priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_auto
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_auto(int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ShaderAttrib::get_class_slot()));
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->set_shader_auto(priority));
|
|
} else {
|
|
// Create a new ShaderAttrib for this node.
|
|
CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
|
|
node()->set_attrib(sa->set_shader_auto(priority));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_auto
|
|
// Access: Published
|
|
// Description: overloaded for auto shader customization
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_auto(BitMask32 shader_switch, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(ShaderAttrib::get_class_slot()));
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->set_shader_auto(shader_switch, priority));
|
|
} else {
|
|
// Create a new ShaderAttrib for this node.
|
|
CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
|
|
node()->set_attrib(sa->set_shader_auto(shader_switch, priority));
|
|
}
|
|
}
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_shader
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_shader() {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->clear_shader());
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_shader
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
const Shader *NodePath::
|
|
get_shader() const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
return sa->get_shader();
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const ShaderInput *inp) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->set_shader_input(inp));
|
|
} else {
|
|
// Create a new ShaderAttrib for this node.
|
|
CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
|
|
node()->set_attrib(sa->set_shader_input(inp));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
const ShaderInput *NodePath::
|
|
get_shader_input(const InternalName *id) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
return sa->get_shader_input(id);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_instance_count
|
|
// Access: Published
|
|
// Description: Returns the geometry instance count, or 0 if
|
|
// disabled. See set_instance_count.
|
|
////////////////////////////////////////////////////////////////////
|
|
const int NodePath::
|
|
get_instance_count() const {
|
|
nassertr_always(!is_empty(), 0);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
return sa->get_instance_count();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_shader_input(const InternalName *id) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->clear_shader_input(id));
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_float &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_double &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_LVecBase4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_LVecBase3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_LVecBase2 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const LVecBase4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const LVecBase3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const LVecBase2 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_LMatrix4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const PTA_LMatrix3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const LMatrix4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const LMatrix3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(id,v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, Texture *tex, int priority) {
|
|
set_shader_input(new ShaderInput(id,tex,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, const NodePath &np, int priority) {
|
|
set_shader_input(new ShaderInput(id,np,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const InternalName *id, double n1, double n2, double n3, double n4, int priority) {
|
|
set_shader_input(new ShaderInput(id, LVecBase4(n1, n2, n3, n4), priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_float &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_double &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_LVecBase4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_LVecBase3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_LVecBase2 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const LVecBase4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const LVecBase3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const LVecBase2 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_LMatrix4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const PTA_LMatrix3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const LMatrix4 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const LMatrix3 &v, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),v,priority));
|
|
}
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, Texture *tex, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),tex,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, const NodePath &np, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id),np,priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_shader_input(const string &id, double n1, double n2, double n3, double n4, int priority) {
|
|
set_shader_input(new ShaderInput(InternalName::make(id), LVecBase4(n1, n2, n3, n4), priority));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
const ShaderInput *NodePath::
|
|
get_shader_input(const string &id) const {
|
|
return get_shader_input(InternalName::make(id));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_shader_input
|
|
// Access: Published
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_shader_input(const string &id) {
|
|
clear_shader_input(InternalName::make(id));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_instance_count
|
|
// Access: Published
|
|
// Description: Sets the geometry instance count, or 0 if
|
|
// geometry instancing should be disabled. Do not
|
|
// confuse with instanceTo which only applies to
|
|
// animation instancing.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_instance_count(int instance_count) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(ShaderAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const ShaderAttrib *sa = DCAST(ShaderAttrib, attrib);
|
|
node()->set_attrib(sa->set_instance_count(instance_count));
|
|
} else {
|
|
// Create a new ShaderAttrib for this node.
|
|
CPT(ShaderAttrib) sa = DCAST(ShaderAttrib, ShaderAttrib::make());
|
|
node()->set_attrib(sa->set_instance_count(instance_count));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_tex_transform
|
|
// Access: Published
|
|
// Description: Sets the texture matrix on the current node to the
|
|
// indicated transform for the given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_tex_transform(TextureStage *stage, const TransformState *transform) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexMatrixAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexMatrixAttrib *tma = DCAST(TexMatrixAttrib, attrib);
|
|
|
|
// Modify the existing TexMatrixAttrib to add the indicated
|
|
// stage.
|
|
node()->set_attrib(tma->add_stage(stage, transform));
|
|
|
|
} else {
|
|
// Create a new TexMatrixAttrib for this node.
|
|
node()->set_attrib(TexMatrixAttrib::make(stage, transform));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_tex_transform
|
|
// Access: Published
|
|
// Description: Removes all texture matrices from the current node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_tex_transform() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(TexMatrixAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_tex_transform
|
|
// Access: Published
|
|
// Description: Removes the texture matrix on the current node for
|
|
// the given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_tex_transform(TextureStage *stage) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexMatrixAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
CPT(TexMatrixAttrib) tma = DCAST(TexMatrixAttrib, attrib);
|
|
tma = DCAST(TexMatrixAttrib, tma->remove_stage(stage));
|
|
|
|
if (tma->is_empty()) {
|
|
node()->clear_attrib(TexMatrixAttrib::get_class_slot());
|
|
|
|
} else {
|
|
node()->set_attrib(tma);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_tex_transform
|
|
// Access: Published
|
|
// Description: Returns true if there is an explicit texture matrix
|
|
// on the current node for the given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_tex_transform(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexMatrixAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexMatrixAttrib *tma = DCAST(TexMatrixAttrib, attrib);
|
|
return tma->has_stage(stage);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_tex_transform
|
|
// Access: Published
|
|
// Description: Returns the texture matrix on the current node for the
|
|
// given stage, or identity transform if there is no
|
|
// explicit transform set for the given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
get_tex_transform(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexMatrixAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexMatrixAttrib *tma = DCAST(TexMatrixAttrib, attrib);
|
|
return tma->get_transform(stage);
|
|
}
|
|
|
|
return TransformState::make_identity();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_tex_transform
|
|
// Access: Published
|
|
// Description: Sets the texture matrix on the current node to the
|
|
// indicated transform for the given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_tex_transform(const NodePath &other, TextureStage *stage, const TransformState *transform) {
|
|
nassertv(_error_type == ET_ok && other._error_type == ET_ok);
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(RenderState) state = get_state(other);
|
|
const RenderAttrib *attrib =
|
|
state->get_attrib(TexMatrixAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexMatrixAttrib *tma = DCAST(TexMatrixAttrib, attrib);
|
|
|
|
// Modify the existing TexMatrixAttrib to add the indicated
|
|
// stage.
|
|
state = state->add_attrib(tma->add_stage(stage, transform));
|
|
|
|
} else {
|
|
// Create a new TexMatrixAttrib for this node.
|
|
state = state->add_attrib(TexMatrixAttrib::make(stage, transform));
|
|
}
|
|
|
|
// Now compose that with our parent's state.
|
|
CPT(RenderState) rel_state;
|
|
if (has_parent()) {
|
|
rel_state = other.get_state(get_parent());
|
|
} else {
|
|
rel_state = other.get_state(NodePath());
|
|
}
|
|
CPT(RenderState) new_state = rel_state->compose(state);
|
|
|
|
// And apply only the TexMatrixAttrib to the current node, leaving
|
|
// the others unchanged.
|
|
node()->set_attrib(new_state->get_attrib(TexMatrixAttrib::get_class_slot()));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_tex_transform
|
|
// Access: Published
|
|
// Description: Returns the texture matrix on the current node for the
|
|
// given stage, relative to the other node.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
get_tex_transform(const NodePath &other, TextureStage *stage) const {
|
|
nassertr(_error_type == ET_ok && other._error_type == ET_ok, TransformState::make_identity());
|
|
|
|
CPT(RenderState) state = get_state(other);
|
|
const RenderAttrib *attrib =
|
|
state->get_attrib(TexMatrixAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexMatrixAttrib *tma = DCAST(TexMatrixAttrib, attrib);
|
|
return tma->get_transform(stage);
|
|
}
|
|
|
|
return TransformState::make_identity();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_tex_gen
|
|
// Access: Published
|
|
// Description: Enables automatic texture coordinate generation for
|
|
// the indicated texture stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
|
|
CPT(TexGenAttrib) tga;
|
|
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(TextureAttrib::get_class_slot()));
|
|
tga = DCAST(TexGenAttrib, attrib);
|
|
|
|
} else {
|
|
tga = DCAST(TexGenAttrib, TexGenAttrib::make());
|
|
}
|
|
|
|
node()->set_attrib(tga->add_stage(stage, mode), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_tex_gen
|
|
// Access: Published
|
|
// Description: Enables automatic texture coordinate generation for
|
|
// the indicated texture stage. This version of this
|
|
// method is useful when setting M_light_vector, which
|
|
// requires the name of the texture coordinate set that
|
|
// supplies the tangent and binormal, as well as the
|
|
// specific light to generate coordinates for.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode,
|
|
const string &source_name, const NodePath &light, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
|
|
CPT(TexGenAttrib) tga;
|
|
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(TextureAttrib::get_class_slot()));
|
|
tga = DCAST(TexGenAttrib, attrib);
|
|
|
|
} else {
|
|
tga = DCAST(TexGenAttrib, TexGenAttrib::make());
|
|
}
|
|
|
|
node()->set_attrib(tga->add_stage(stage, mode, source_name, light), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_tex_gen
|
|
// Access: Published
|
|
// Description: Enables automatic texture coordinate generation for
|
|
// the indicated texture stage. This version of this
|
|
// method is useful when setting M_constant, which
|
|
// requires a constant texture coordinate value.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode,
|
|
const LTexCoord3 &constant_value, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
|
|
CPT(TexGenAttrib) tga;
|
|
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(TextureAttrib::get_class_slot()));
|
|
tga = DCAST(TexGenAttrib, attrib);
|
|
|
|
} else {
|
|
tga = DCAST(TexGenAttrib, TexGenAttrib::make());
|
|
}
|
|
|
|
node()->set_attrib(tga->add_stage(stage, mode, constant_value), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_tex_gen
|
|
// Access: Published
|
|
// Description: Removes the texture coordinate generation mode from
|
|
// all texture stages on this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_tex_gen() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(TexGenAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_tex_gen
|
|
// Access: Published
|
|
// Description: Disables automatic texture coordinate generation for
|
|
// the indicated texture stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_tex_gen(TextureStage *stage) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
CPT(TexGenAttrib) tga = DCAST(TexGenAttrib, attrib);
|
|
tga = DCAST(TexGenAttrib, tga->remove_stage(stage));
|
|
|
|
if (tga->is_empty()) {
|
|
node()->clear_attrib(TexGenAttrib::get_class_slot());
|
|
|
|
} else {
|
|
node()->set_attrib(tga);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_tex_gen
|
|
// Access: Published
|
|
// Description: Returns true if there is a mode for automatic texture
|
|
// coordinate generation on the current node for the
|
|
// given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_tex_gen(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexGenAttrib *tga = DCAST(TexGenAttrib, attrib);
|
|
return tga->has_stage(stage);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_tex_gen
|
|
// Access: Published
|
|
// Description: Returns the texture coordinate generation mode for
|
|
// the given stage, or M_off if there is no explicit
|
|
// mode set for the given stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
RenderAttrib::TexGenMode NodePath::
|
|
get_tex_gen(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), TexGenAttrib::M_off);
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexGenAttrib *tga = DCAST(TexGenAttrib, attrib);
|
|
return tga->get_mode(stage);
|
|
}
|
|
|
|
return TexGenAttrib::M_off;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_tex_gen_light
|
|
// Access: Published
|
|
// Description: Returns the particular Light set for the indicated
|
|
// texgen mode's texture stage, or empty NodePath if no
|
|
// light is set. This is only meaningful if the texgen
|
|
// mode (returned by get_tex_gen()) is M_light_vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
get_tex_gen_light(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), NodePath::fail());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TexGenAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TexGenAttrib *tga = DCAST(TexGenAttrib, attrib);
|
|
return tga->get_light(stage);
|
|
}
|
|
|
|
return NodePath();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_tex_projector
|
|
// Access: Published
|
|
// Description: Establishes a TexProjectorEffect on this node, which
|
|
// can be used to establish projective texturing (but
|
|
// see also the NodePath::project_texture() convenience
|
|
// function), or it can be used to bind this node's
|
|
// texture transform to particular node's position in
|
|
// space, allowing a LerpInterval (for instance) to
|
|
// adjust this node's texture coordinates.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_tex_projector(TextureStage *stage, const NodePath &from, const NodePath &to) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderEffect *effect =
|
|
node()->get_effect(TexProjectorEffect::get_class_type());
|
|
|
|
CPT(TexProjectorEffect) tpe;
|
|
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
tpe = DCAST(TexProjectorEffect, effect);
|
|
|
|
} else {
|
|
tpe = DCAST(TexProjectorEffect, TexProjectorEffect::make());
|
|
}
|
|
|
|
node()->set_effect(tpe->add_stage(stage, from, to));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_tex_projector
|
|
// Access: Published
|
|
// Description: Removes the TexProjectorEffect for the indicated
|
|
// stage from this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_tex_projector(TextureStage *stage) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderEffect *effect =
|
|
node()->get_effect(TexProjectorEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
CPT(TexProjectorEffect) tpe = DCAST(TexProjectorEffect, effect);
|
|
tpe = DCAST(TexProjectorEffect, tpe->remove_stage(stage));
|
|
|
|
if (tpe->is_empty()) {
|
|
node()->clear_effect(TexProjectorEffect::get_class_type());
|
|
|
|
} else {
|
|
node()->set_effect(tpe);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_tex_projector
|
|
// Access: Published
|
|
// Description: Removes the TexProjectorEffect for all stages from
|
|
// this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_tex_projector() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_effect(TexProjectorEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_tex_projector
|
|
// Access: Published
|
|
// Description: Returns true if this node has a TexProjectorEffect
|
|
// for the indicated stage, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_tex_projector(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
const RenderEffect *effect =
|
|
node()->get_effect(TexProjectorEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const TexProjectorEffect *tpe = DCAST(TexProjectorEffect, effect);
|
|
return tpe->has_stage(stage);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_tex_projector_from
|
|
// Access: Published
|
|
// Description: Returns the "from" node associated with the
|
|
// TexProjectorEffect on the indicated stage. The
|
|
// relative transform between the "from" and the "to"
|
|
// nodes is automatically applied to the texture
|
|
// transform each frame.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
get_tex_projector_from(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), NodePath::fail());
|
|
|
|
const RenderEffect *effect =
|
|
node()->get_effect(TexProjectorEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const TexProjectorEffect *tpe = DCAST(TexProjectorEffect, effect);
|
|
return tpe->get_from(stage);
|
|
}
|
|
|
|
return NodePath::not_found();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_tex_projector_to
|
|
// Access: Published
|
|
// Description: Returns the "to" node associated with the
|
|
// TexProjectorEffect on the indicated stage. The
|
|
// relative transform between the "from" and the "to"
|
|
// nodes is automatically applied to the texture
|
|
// transform each frame.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
get_tex_projector_to(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), NodePath::fail());
|
|
|
|
const RenderEffect *effect =
|
|
node()->get_effect(TexProjectorEffect::get_class_type());
|
|
if (effect != (const RenderEffect *)NULL) {
|
|
const TexProjectorEffect *tpe = DCAST(TexProjectorEffect, effect);
|
|
return tpe->get_to(stage);
|
|
}
|
|
|
|
return NodePath::not_found();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::project_texture
|
|
// Access: Published
|
|
// Description: A convenience function to enable projective texturing
|
|
// at this node level and below, using the indicated
|
|
// NodePath (which should contain a LensNode) as the
|
|
// projector.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
project_texture(TextureStage *stage, Texture *tex, const NodePath &projector) {
|
|
nassertv(!projector.is_empty() && projector.node()->is_of_type(LensNode::get_class_type()));
|
|
set_texture(stage, tex);
|
|
set_tex_gen(stage, TexGenAttrib::M_world_position);
|
|
set_tex_projector(stage, NodePath(), projector);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_normal_map
|
|
// Access: Published
|
|
// Description: A convenience function to set up a normal map on this
|
|
// geometry. This uses the single highest-priority
|
|
// light on the object only. It also requires
|
|
// multitexture, and consumes at least two texture
|
|
// stages, in addition to what may already be in use.
|
|
//
|
|
// The normal_map parameter is the texture that contains
|
|
// the normal map information (with a 3-d delta vector
|
|
// encoded into the r,g,b of each texel). texcoord_name is
|
|
// the name of the texture coordinate set that contains
|
|
// the tangent and binormal we wish to use. If
|
|
// preserve_color is true, then one additional texture
|
|
// stage is consumed to blend in the geometry's original
|
|
// vertex color.
|
|
//
|
|
// Only one normal map may be in effect through this
|
|
// interface at any given time.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_normal_map(Texture *normal_map, const string &texcoord_name,
|
|
bool preserve_color) {
|
|
clear_normal_map();
|
|
|
|
// First, we apply the normal map itself, to the bottom layer.
|
|
PT(TextureStage) normal_map_ts = new TextureStage("__normal_map");
|
|
normal_map_ts->set_texcoord_name(texcoord_name);
|
|
normal_map_ts->set_sort(-20);
|
|
normal_map_ts->set_mode(TextureStage::M_replace);
|
|
set_texture(normal_map_ts, normal_map);
|
|
|
|
// Then, we apply a normalization map, to normalize, per-pixel, the
|
|
// vector to the light.
|
|
PT(Texture) normalization_map = TexturePool::get_normalization_cube_map(32);
|
|
PT(TextureStage) normalization_map_ts = new TextureStage("__normalization_map");
|
|
normalization_map_ts->set_combine_rgb
|
|
(TextureStage::CM_dot3_rgb,
|
|
TextureStage::CS_texture, TextureStage::CO_src_color,
|
|
TextureStage::CS_previous, TextureStage::CO_src_color);
|
|
normalization_map_ts->set_texcoord_name("light_vector");
|
|
normalization_map_ts->set_sort(-15);
|
|
set_texture(normalization_map_ts, normalization_map);
|
|
|
|
// Finally, we enable M_light_vector texture coordinate generation.
|
|
set_tex_gen(normalization_map_ts, TexGenAttrib::M_light_vector,
|
|
texcoord_name, NodePath());
|
|
|
|
if (preserve_color) {
|
|
// One more stage to get back the original color.
|
|
PT(TextureStage) orig_color_ts = new TextureStage("__orig_color");
|
|
orig_color_ts->set_combine_rgb
|
|
(TextureStage::CM_modulate,
|
|
TextureStage::CS_primary_color, TextureStage::CO_src_color,
|
|
TextureStage::CS_previous, TextureStage::CO_src_color);
|
|
set_texture(orig_color_ts, normal_map);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_normal_map
|
|
// Access: Published
|
|
// Description: Undoes the effect of a previous call to
|
|
// set_normal_map().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_normal_map() {
|
|
// Scan through the TextureStages, and if we find any whose name
|
|
// matches one of the stages that would have been left by
|
|
// set_normal_map(), remove it from the state.
|
|
|
|
CPT(RenderAttrib) attrib =
|
|
get_state()->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
for (int i = 0; i < ta->get_num_on_stages(); i++) {
|
|
TextureStage *stage = ta->get_on_stage(i);
|
|
if (stage->get_name() == "__normal_map") {
|
|
clear_texture(stage);
|
|
|
|
} else if (stage->get_name() == "__normalization_map") {
|
|
clear_texture(stage);
|
|
clear_tex_gen(stage);
|
|
|
|
} else if (stage->get_name() == "__orig_color") {
|
|
clear_texture(stage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_vertex_column
|
|
// Access: Published
|
|
// Description: Returns true if there are at least some vertices at
|
|
// this node and below that contain a reference to the
|
|
// indicated vertex data column name, false otherwise.
|
|
//
|
|
// This is particularly useful for testing whether a
|
|
// particular model has a given texture coordinate set
|
|
// (but see has_texcoord()).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_vertex_column(const InternalName *name) const {
|
|
nassertr_always(!is_empty(), false);
|
|
return r_has_vertex_column(node(), name);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_vertex_columns
|
|
// Access: Published
|
|
// Description: Returns a list of all vertex array columns stored on
|
|
// some geometry found at this node level and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
InternalNameCollection NodePath::
|
|
find_all_vertex_columns() const {
|
|
nassertr_always(!is_empty(), InternalNameCollection());
|
|
InternalNames vertex_columns;
|
|
r_find_all_vertex_columns(node(), vertex_columns);
|
|
|
|
InternalNameCollection tc;
|
|
InternalNames::iterator ti;
|
|
for (ti = vertex_columns.begin(); ti != vertex_columns.end(); ++ti) {
|
|
tc.add_name(*ti);
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_vertex_columns
|
|
// Access: Published
|
|
// Description: Returns a list of all vertex array columns stored on
|
|
// some geometry found at this node level and below that
|
|
// match the indicated name (which may contain wildcard
|
|
// characters).
|
|
////////////////////////////////////////////////////////////////////
|
|
InternalNameCollection NodePath::
|
|
find_all_vertex_columns(const string &name) const {
|
|
nassertr_always(!is_empty(), InternalNameCollection());
|
|
InternalNames vertex_columns;
|
|
r_find_all_vertex_columns(node(), vertex_columns);
|
|
|
|
GlobPattern glob(name);
|
|
|
|
InternalNameCollection tc;
|
|
InternalNames::iterator ti;
|
|
for (ti = vertex_columns.begin(); ti != vertex_columns.end(); ++ti) {
|
|
InternalName *name = (*ti);
|
|
if (glob.matches(name->get_name())) {
|
|
tc.add_name(name);
|
|
}
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_texcoords
|
|
// Access: Published
|
|
// Description: Returns a list of all texture coordinate sets used by
|
|
// any geometry at this node level and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
InternalNameCollection NodePath::
|
|
find_all_texcoords() const {
|
|
nassertr_always(!is_empty(), InternalNameCollection());
|
|
InternalNames vertex_columns;
|
|
r_find_all_vertex_columns(node(), vertex_columns);
|
|
|
|
CPT(InternalName) texcoord_name = InternalName::get_texcoord();
|
|
|
|
InternalNameCollection tc;
|
|
InternalNames::iterator ti;
|
|
for (ti = vertex_columns.begin(); ti != vertex_columns.end(); ++ti) {
|
|
if ((*ti)->get_top() == texcoord_name) {
|
|
tc.add_name(*ti);
|
|
}
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_texcoords
|
|
// Access: Published
|
|
// Description: Returns a list of all texture coordinate sets used by
|
|
// any geometry at this node level and below that match
|
|
// the indicated name (which may contain wildcard
|
|
// characters).
|
|
////////////////////////////////////////////////////////////////////
|
|
InternalNameCollection NodePath::
|
|
find_all_texcoords(const string &name) const {
|
|
nassertr_always(!is_empty(), InternalNameCollection());
|
|
InternalNames vertex_columns;
|
|
r_find_all_vertex_columns(node(), vertex_columns);
|
|
|
|
GlobPattern glob(name);
|
|
CPT(InternalName) texcoord_name = InternalName::get_texcoord();
|
|
|
|
InternalNameCollection tc;
|
|
InternalNames::iterator ti;
|
|
for (ti = vertex_columns.begin(); ti != vertex_columns.end(); ++ti) {
|
|
InternalName *name = (*ti);
|
|
if (name->get_top() == texcoord_name) {
|
|
// This is a texture coordinate name. Figure out the basename
|
|
// of the texture coordinates.
|
|
int index = name->find_ancestor("texcoord");
|
|
nassertr(index != -1, InternalNameCollection());
|
|
string net_basename = name->get_net_basename(index - 1);
|
|
|
|
if (glob.matches(net_basename)) {
|
|
tc.add_name(name);
|
|
}
|
|
}
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_texture
|
|
// Access: Published
|
|
// Description: Returns the first texture found applied to geometry
|
|
// at this node or below that matches the indicated name
|
|
// (which may contain wildcards). Returns the texture
|
|
// if it is found, or NULL if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
Texture *NodePath::
|
|
find_texture(const string &name) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
GlobPattern glob(name);
|
|
return r_find_texture(node(), get_net_state(), glob);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_texture
|
|
// Access: Published
|
|
// Description: Returns the first texture found applied to geometry
|
|
// at this node or below that is assigned to the
|
|
// indicated texture stage. Returns the texture if it
|
|
// is found, or NULL if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
Texture *NodePath::
|
|
find_texture(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
return r_find_texture(node(), stage);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_textures
|
|
// Access: Published
|
|
// Description: Returns a list of a textures applied to geometry at
|
|
// this node and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureCollection NodePath::
|
|
find_all_textures() const {
|
|
nassertr_always(!is_empty(), TextureCollection());
|
|
Textures textures;
|
|
r_find_all_textures(node(), get_net_state(), textures);
|
|
|
|
TextureCollection tc;
|
|
Textures::iterator ti;
|
|
for (ti = textures.begin(); ti != textures.end(); ++ti) {
|
|
tc.add_texture(*ti);
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_textures
|
|
// Access: Published
|
|
// Description: Returns a list of a textures applied to geometry at
|
|
// this node and below that match the indicated name
|
|
// (which may contain wildcard characters).
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureCollection NodePath::
|
|
find_all_textures(const string &name) const {
|
|
nassertr_always(!is_empty(), TextureCollection());
|
|
Textures textures;
|
|
r_find_all_textures(node(), get_net_state(), textures);
|
|
|
|
GlobPattern glob(name);
|
|
|
|
TextureCollection tc;
|
|
Textures::iterator ti;
|
|
for (ti = textures.begin(); ti != textures.end(); ++ti) {
|
|
Texture *texture = (*ti);
|
|
if (glob.matches(texture->get_name())) {
|
|
tc.add_texture(texture);
|
|
}
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_textures
|
|
// Access: Published
|
|
// Description: Returns a list of a textures on geometry at
|
|
// this node and below that are assigned to the
|
|
// indicated texture stage.
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureCollection NodePath::
|
|
find_all_textures(TextureStage *stage) const {
|
|
nassertr_always(!is_empty(), TextureCollection());
|
|
Textures textures;
|
|
r_find_all_textures(node(), stage, textures);
|
|
|
|
TextureCollection tc;
|
|
Textures::iterator ti;
|
|
for (ti = textures.begin(); ti != textures.end(); ++ti) {
|
|
Texture *texture = (*ti);
|
|
tc.add_texture(texture);
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_texture_stage
|
|
// Access: Published
|
|
// Description: Returns the first TextureStage found applied to
|
|
// geometry at this node or below that matches the
|
|
// indicated name (which may contain wildcards).
|
|
// Returns the TextureStage if it is found, or NULL if
|
|
// it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureStage *NodePath::
|
|
find_texture_stage(const string &name) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
GlobPattern glob(name);
|
|
return r_find_texture_stage(node(), get_net_state(), glob);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_texture_stages
|
|
// Access: Published
|
|
// Description: Returns a list of a TextureStages applied to geometry
|
|
// at this node and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureStageCollection NodePath::
|
|
find_all_texture_stages() const {
|
|
nassertr_always(!is_empty(), TextureStageCollection());
|
|
TextureStages texture_stages;
|
|
r_find_all_texture_stages(node(), get_net_state(), texture_stages);
|
|
|
|
TextureStageCollection tc;
|
|
TextureStages::iterator ti;
|
|
for (ti = texture_stages.begin(); ti != texture_stages.end(); ++ti) {
|
|
tc.add_texture_stage(*ti);
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::unify_texture_stages
|
|
// Access: Published
|
|
// Description: Searches through all TextureStages at this node and
|
|
// below. Any TextureStages that share the same name as
|
|
// the indicated TextureStage object are replaced with
|
|
// this object, thus ensuring that all geometry at this
|
|
// node and below with a particular TextureStage name is
|
|
// using the same TextureStage object.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
unify_texture_stages(TextureStage *stage) {
|
|
nassertv_always(!is_empty());
|
|
r_unify_texture_stages(node(), stage);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_texture_stages
|
|
// Access: Published
|
|
// Description: Returns a list of a TextureStages applied to geometry
|
|
// at this node and below that match the indicated name
|
|
// (which may contain wildcard characters).
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureStageCollection NodePath::
|
|
find_all_texture_stages(const string &name) const {
|
|
nassertr_always(!is_empty(), TextureStageCollection());
|
|
TextureStages texture_stages;
|
|
r_find_all_texture_stages(node(), get_net_state(), texture_stages);
|
|
|
|
GlobPattern glob(name);
|
|
|
|
TextureStageCollection tc;
|
|
TextureStages::iterator ti;
|
|
for (ti = texture_stages.begin(); ti != texture_stages.end(); ++ti) {
|
|
TextureStage *texture_stage = (*ti);
|
|
if (glob.matches(texture_stage->get_name())) {
|
|
tc.add_texture_stage(texture_stage);
|
|
}
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_material
|
|
// Access: Published
|
|
// Description: Returns the first material found applied to geometry
|
|
// at this node or below that matches the indicated name
|
|
// (which may contain wildcards). Returns the material
|
|
// if it is found, or NULL if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
Material *NodePath::
|
|
find_material(const string &name) const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
GlobPattern glob(name);
|
|
return r_find_material(node(), get_net_state(), glob);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_materials
|
|
// Access: Published
|
|
// Description: Returns a list of a materials applied to geometry at
|
|
// this node and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
MaterialCollection NodePath::
|
|
find_all_materials() const {
|
|
nassertr_always(!is_empty(), MaterialCollection());
|
|
Materials materials;
|
|
r_find_all_materials(node(), get_net_state(), materials);
|
|
|
|
MaterialCollection tc;
|
|
Materials::iterator ti;
|
|
for (ti = materials.begin(); ti != materials.end(); ++ti) {
|
|
tc.add_material(*ti);
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_all_materials
|
|
// Access: Published
|
|
// Description: Returns a list of a materials applied to geometry at
|
|
// this node and below that match the indicated name
|
|
// (which may contain wildcard characters).
|
|
////////////////////////////////////////////////////////////////////
|
|
MaterialCollection NodePath::
|
|
find_all_materials(const string &name) const {
|
|
nassertr_always(!is_empty(), MaterialCollection());
|
|
Materials materials;
|
|
r_find_all_materials(node(), get_net_state(), materials);
|
|
|
|
GlobPattern glob(name);
|
|
|
|
MaterialCollection tc;
|
|
Materials::iterator ti;
|
|
for (ti = materials.begin(); ti != materials.end(); ++ti) {
|
|
Material *material = (*ti);
|
|
if (glob.matches(material->get_name())) {
|
|
tc.add_material(material);
|
|
}
|
|
}
|
|
return tc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_material
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using the indicated material.
|
|
//
|
|
// Previously, this operation made a copy of the
|
|
// material structure, but nowadays it assigns the
|
|
// pointer directly.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_material(Material *mat, int priority) {
|
|
nassertv_always(!is_empty());
|
|
nassertv(mat != NULL);
|
|
node()->set_attrib(MaterialAttrib::make(mat), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_material_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using no material. This is normally the default, but
|
|
// it may be useful to use this to contradict
|
|
// set_material() at a higher node level (or, with a
|
|
// priority, to override a set_material() at a lower
|
|
// level).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_material_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(MaterialAttrib::make_off(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_material
|
|
// Access: Published
|
|
// Description: Completely removes any material adjustment that may
|
|
// have been set via set_material() from this particular
|
|
// node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_material() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(MaterialAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_material
|
|
// Access: Published
|
|
// Description: Returns true if a material has been applied to this
|
|
// particular node via set_material(), false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_material() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(MaterialAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const MaterialAttrib *ma = DCAST(MaterialAttrib, attrib);
|
|
return !ma->is_off();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_material
|
|
// Access: Published
|
|
// Description: Returns the material that has been set on this
|
|
// particular node, or NULL if no material has been set.
|
|
// This is not necessarily the material that will be
|
|
// applied to the geometry at or below this level, as
|
|
// another material at a higher or lower level may
|
|
// override.
|
|
|
|
// See also find_material().
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(Material) NodePath::
|
|
get_material() const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(MaterialAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const MaterialAttrib *ma = DCAST(MaterialAttrib, attrib);
|
|
return ma->get_material();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_fog
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using the indicated fog.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_fog(Fog *fog, int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(FogAttrib::make(fog), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_fog_off
|
|
// Access: Published
|
|
// Description: Sets the geometry at this level and below to render
|
|
// using no fog. This is normally the default, but
|
|
// it may be useful to use this to contradict
|
|
// set_fog() at a higher node level (or, with a
|
|
// priority, to override a set_fog() at a lower
|
|
// level).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_fog_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(FogAttrib::make_off(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_fog
|
|
// Access: Published
|
|
// Description: Completely removes any fog adjustment that may
|
|
// have been set via set_fog() or set_fog_off()
|
|
// from this particular node. This allows whatever
|
|
// fogs might be otherwise affecting the geometry to
|
|
// show instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_fog() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(FogAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_fog
|
|
// Access: Published
|
|
// Description: Returns true if a fog has been applied to this
|
|
// particular node via set_fog(), false otherwise.
|
|
// This is not the same thing as asking whether the
|
|
// geometry at this node will be rendered with
|
|
// fog, as there may be a fog in effect from a higher or
|
|
// lower level.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_fog() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(FogAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const FogAttrib *fa = DCAST(FogAttrib, attrib);
|
|
return !fa->is_off();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_fog_off
|
|
// Access: Published
|
|
// Description: Returns true if a fog has been specifically
|
|
// disabled on this particular node via
|
|
// set_fog_off(), false otherwise. This is not the
|
|
// same thing as asking whether the geometry at this
|
|
// node will be rendered unfogged, as there may be a
|
|
// fog in effect from a higher or lower level.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_fog_off() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(FogAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const FogAttrib *fa = DCAST(FogAttrib, attrib);
|
|
return fa->is_off();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_fog
|
|
// Access: Published
|
|
// Description: Returns the fog that has been set on this
|
|
// particular node, or NULL if no fog has been set.
|
|
// This is not necessarily the fog that will be
|
|
// applied to the geometry at or below this level, as
|
|
// another fog at a higher or lower level may
|
|
// override.
|
|
////////////////////////////////////////////////////////////////////
|
|
Fog *NodePath::
|
|
get_fog() const {
|
|
nassertr_always(!is_empty(), NULL);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(FogAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const FogAttrib *fa = DCAST(FogAttrib, attrib);
|
|
return fa->get_fog();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_render_mode_wireframe
|
|
// Access: Published
|
|
// Description: Sets up the geometry at this level and below (unless
|
|
// overridden) to render in wireframe mode.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_render_mode_wireframe(int priority) {
|
|
nassertv_always(!is_empty());
|
|
PN_stdfloat thickness = get_render_mode_thickness();
|
|
bool perspective = get_render_mode_perspective();
|
|
node()->set_attrib(RenderModeAttrib::make(RenderModeAttrib::M_wireframe, thickness, perspective), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_render_mode_filled
|
|
// Access: Published
|
|
// Description: Sets up the geometry at this level and below (unless
|
|
// overridden) to render in filled (i.e. not wireframe)
|
|
// mode.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_render_mode_filled(int priority) {
|
|
nassertv_always(!is_empty());
|
|
PN_stdfloat thickness = get_render_mode_thickness();
|
|
bool perspective = get_render_mode_perspective();
|
|
node()->set_attrib(RenderModeAttrib::make(RenderModeAttrib::M_filled, thickness, perspective), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_render_mode_perspective
|
|
// Access: Published
|
|
// Description: Sets up the point geometry at this level and below to
|
|
// render as perspective sprites (that is, billboarded
|
|
// quads). The thickness, as specified with
|
|
// set_render_mode_thickness(), is the width of each
|
|
// point in 3-D units, unless it is overridden on a
|
|
// per-vertex basis. This does not affect geometry
|
|
// other than points.
|
|
//
|
|
// If you want the quads to be individually textured,
|
|
// you should also set a TexGenAttrib::M_point_sprite on
|
|
// the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_render_mode_perspective(bool perspective, int priority) {
|
|
nassertv_always(!is_empty());
|
|
RenderModeAttrib::Mode mode = get_render_mode();
|
|
PN_stdfloat thickness = get_render_mode_thickness();
|
|
node()->set_attrib(RenderModeAttrib::make(mode, thickness, perspective), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_render_mode_thickness
|
|
// Access: Published
|
|
// Description: Sets up the point geometry at this level and below to
|
|
// render as thick points (that is, billboarded
|
|
// quads). The thickness is in pixels, unless
|
|
// set_render_mode_perspective is also true, in which
|
|
// case it is in 3-D units.
|
|
//
|
|
// If you want the quads to be individually textured,
|
|
// you should also set a TexGenAttrib::M_point_sprite on
|
|
// the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_render_mode_thickness(PN_stdfloat thickness, int priority) {
|
|
nassertv_always(!is_empty());
|
|
RenderModeAttrib::Mode mode = get_render_mode();
|
|
bool perspective = get_render_mode_perspective();
|
|
node()->set_attrib(RenderModeAttrib::make(mode, thickness, perspective), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_render_mode
|
|
// Access: Published
|
|
// Description: Sets up the geometry at this level and below (unless
|
|
// overridden) to render in the specified mode and with
|
|
// the indicated line and/or point thickness.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_render_mode(RenderModeAttrib::Mode mode, PN_stdfloat thickness, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
node()->set_attrib(RenderModeAttrib::make(mode, thickness), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_render_mode
|
|
// Access: Published
|
|
// Description: Completely removes any render mode adjustment that
|
|
// may have been set on this node via
|
|
// set_render_mode_wireframe() or
|
|
// set_render_mode_filled().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_render_mode() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(RenderModeAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_render_mode
|
|
// Access: Published
|
|
// Description: Returns true if a render mode has been explicitly set
|
|
// on this particular node via set_render_mode() (or
|
|
// set_render_mode_wireframe() or
|
|
// set_render_mode_filled()), false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_render_mode() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(RenderModeAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_render_mode
|
|
// Access: Published
|
|
// Description: Returns the render mode that has been specifically
|
|
// set on this node via set_render_mode(), or
|
|
// M_unchanged if nothing has been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
RenderModeAttrib::Mode NodePath::
|
|
get_render_mode() const {
|
|
nassertr_always(!is_empty(), RenderModeAttrib::M_unchanged);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(RenderModeAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const RenderModeAttrib *ta = DCAST(RenderModeAttrib, attrib);
|
|
return ta->get_mode();
|
|
}
|
|
|
|
return RenderModeAttrib::M_unchanged;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_render_mode_thickness
|
|
// Access: Published
|
|
// Description: Returns the render mode thickness that has been
|
|
// specifically set on this node via set_render_mode(),
|
|
// or 1.0 if nothing has been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
PN_stdfloat NodePath::
|
|
get_render_mode_thickness() const {
|
|
nassertr_always(!is_empty(), 0.0f);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(RenderModeAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const RenderModeAttrib *ta = DCAST(RenderModeAttrib, attrib);
|
|
return ta->get_thickness();
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_render_mode_perspective
|
|
// Access: Published
|
|
// Description: Returns the flag that has been set on this node via
|
|
// set_render_mode_perspective(), or false if no flag
|
|
// has been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
get_render_mode_perspective() const {
|
|
nassertr_always(!is_empty(), 0.0f);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(RenderModeAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const RenderModeAttrib *ta = DCAST(RenderModeAttrib, attrib);
|
|
return ta->get_perspective();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_two_sided
|
|
// Access: Published
|
|
// Description: Specifically sets or disables two-sided rendering
|
|
// mode on this particular node. If no other nodes
|
|
// override, this will cause backfacing polygons to be
|
|
// drawn (in two-sided mode, true) or culled (in
|
|
// one-sided mode, false).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_two_sided(bool two_sided, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CullFaceAttrib::Mode mode =
|
|
two_sided ?
|
|
CullFaceAttrib::M_cull_none :
|
|
CullFaceAttrib::M_cull_clockwise;
|
|
|
|
node()->set_attrib(CullFaceAttrib::make(mode), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_two_sided
|
|
// Access: Published
|
|
// Description: Completely removes any two-sided adjustment that
|
|
// may have been set on this node via set_two_sided().
|
|
// The geometry at this level and below will
|
|
// subsequently be rendered either two-sided or
|
|
// one-sided, according to whatever other nodes may have
|
|
// had set_two_sided() on it, or according to the
|
|
// initial state otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_two_sided() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(CullFaceAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_two_sided
|
|
// Access: Published
|
|
// Description: Returns true if a two-sided adjustment has been
|
|
// explicitly set on this particular node via
|
|
// set_two_sided(). If this returns true, then
|
|
// get_two_sided() may be called to determine which has
|
|
// been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_two_sided() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(CullFaceAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_two_sided
|
|
// Access: Published
|
|
// Description: Returns true if two-sided rendering has been
|
|
// specifically set on this node via set_two_sided(), or
|
|
// false if one-sided rendering has been specifically
|
|
// set, or if nothing has been specifically set. See
|
|
// also has_two_sided(). This does not necessarily
|
|
// imply that the geometry will or will not be rendered
|
|
// two-sided, as there may be other nodes that override.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
get_two_sided() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(CullFaceAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const CullFaceAttrib *cfa = DCAST(CullFaceAttrib, attrib);
|
|
return (cfa->get_actual_mode() == CullFaceAttrib::M_cull_none);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_depth_test
|
|
// Access: Published
|
|
// Description: Specifically sets or disables the testing of the
|
|
// depth buffer on this particular node. This is
|
|
// normally on in the 3-d scene graph and off in the 2-d
|
|
// scene graph; it should be on for rendering most 3-d
|
|
// objects properly.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_depth_test(bool depth_test, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
DepthTestAttrib::PandaCompareFunc mode =
|
|
depth_test ?
|
|
DepthTestAttrib::M_less :
|
|
DepthTestAttrib::M_none;
|
|
|
|
node()->set_attrib(DepthTestAttrib::make(mode), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_depth_test
|
|
// Access: Published
|
|
// Description: Completely removes any depth-test adjustment that
|
|
// may have been set on this node via set_depth_test().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_depth_test() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(DepthTestAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_depth_test
|
|
// Access: Published
|
|
// Description: Returns true if a depth-test adjustment has been
|
|
// explicitly set on this particular node via
|
|
// set_depth_test(). If this returns true, then
|
|
// get_depth_test() may be called to determine which has
|
|
// been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_depth_test() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(DepthTestAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_depth_test
|
|
// Access: Published
|
|
// Description: Returns true if depth-test rendering has been
|
|
// specifically set on this node via set_depth_test(), or
|
|
// false if depth-test rendering has been specifically
|
|
// disabled. If nothing has been specifically set,
|
|
// returns true. See also has_depth_test().
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
get_depth_test() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(DepthTestAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const DepthTestAttrib *dta = DCAST(DepthTestAttrib, attrib);
|
|
return (dta->get_mode() != DepthTestAttrib::M_none);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_depth_write
|
|
// Access: Published
|
|
// Description: Specifically sets or disables the writing to the
|
|
// depth buffer on this particular node. This is
|
|
// normally on in the 3-d scene graph and off in the 2-d
|
|
// scene graph; it should be on for rendering most 3-d
|
|
// objects properly.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_depth_write(bool depth_write, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
DepthWriteAttrib::Mode mode =
|
|
depth_write ?
|
|
DepthWriteAttrib::M_on :
|
|
DepthWriteAttrib::M_off;
|
|
|
|
node()->set_attrib(DepthWriteAttrib::make(mode), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_depth_write
|
|
// Access: Published
|
|
// Description: Completely removes any depth-write adjustment that
|
|
// may have been set on this node via set_depth_write().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_depth_write() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(DepthWriteAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_depth_write
|
|
// Access: Published
|
|
// Description: Returns true if a depth-write adjustment has been
|
|
// explicitly set on this particular node via
|
|
// set_depth_write(). If this returns true, then
|
|
// get_depth_write() may be called to determine which has
|
|
// been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_depth_write() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(DepthWriteAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_depth_write
|
|
// Access: Published
|
|
// Description: Returns true if depth-write rendering has been
|
|
// specifically set on this node via set_depth_write(), or
|
|
// false if depth-write rendering has been specifically
|
|
// disabled. If nothing has been specifically set,
|
|
// returns true. See also has_depth_write().
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
get_depth_write() const {
|
|
nassertr_always(!is_empty(), false);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(DepthWriteAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const DepthWriteAttrib *dta = DCAST(DepthWriteAttrib, attrib);
|
|
return (dta->get_mode() != DepthWriteAttrib::M_off);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_depth_offset
|
|
// Access: Published
|
|
// Description: This instructs the graphics driver to apply an
|
|
// offset or bias to the generated depth values for
|
|
// rendered polygons, before they are written to the
|
|
// depth buffer. This can be used to shift polygons
|
|
// forward slightly, to resolve depth conflicts, or
|
|
// self-shadowing artifacts on thin objects.
|
|
// The bias is always an integer number, and each
|
|
// integer increment represents the smallest possible
|
|
// increment in Z that is sufficient to completely
|
|
// resolve two coplanar polygons. Positive numbers
|
|
// are closer towards the camera.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_depth_offset(int bias, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
node()->set_attrib(DepthOffsetAttrib::make(bias), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_depth_offset
|
|
// Access: Published
|
|
// Description: Completely removes any depth-offset adjustment that
|
|
// may have been set on this node via set_depth_offset().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_depth_offset() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(DepthOffsetAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_depth_offset
|
|
// Access: Published
|
|
// Description: Returns true if a depth-offset adjustment has been
|
|
// explicitly set on this particular node via
|
|
// set_depth_offset(). If this returns true, then
|
|
// get_depth_offset() may be called to determine which has
|
|
// been set.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_depth_offset() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(DepthOffsetAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_depth_offset
|
|
// Access: Published
|
|
// Description: Returns the depth offset value if it has been
|
|
// specified using set_depth_offset, or 0 if not.
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
get_depth_offset() const {
|
|
nassertr_always(!is_empty(), 0);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(DepthOffsetAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const DepthOffsetAttrib *doa = DCAST(DepthOffsetAttrib, attrib);
|
|
return doa->get_offset();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::do_billboard_axis
|
|
// Access: Published
|
|
// Description: Performs a billboard-type rotate to the indicated
|
|
// camera node, one time only, and leaves the object
|
|
// rotated. This is similar in principle to heads_up().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
do_billboard_axis(const NodePath &camera, PN_stdfloat offset) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(TransformState) transform = camera.get_transform(get_parent());
|
|
const LMatrix4 &rel_mat = transform->get_mat();
|
|
|
|
LVector3 up = LVector3::up();
|
|
LVector3 rel_pos = -rel_mat.get_row3(3);
|
|
|
|
LQuaternion quat;
|
|
::heads_up(quat, rel_pos, up);
|
|
set_quat(quat);
|
|
|
|
// Also slide the geometry towards the camera according to the
|
|
// offset factor.
|
|
if (offset != 0.0f) {
|
|
LVector3 translate = rel_mat.get_row3(3);
|
|
translate.normalize();
|
|
translate *= offset;
|
|
set_pos(translate);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::do_billboard_point_eye
|
|
// Access: Published
|
|
// Description: Performs a billboard-type rotate to the indicated
|
|
// camera node, one time only, and leaves the object
|
|
// rotated. This is similar in principle to look_at(),
|
|
// although the point_eye billboard effect cannot be
|
|
// achieved using the ordinary look_at() call.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
do_billboard_point_eye(const NodePath &camera, PN_stdfloat offset) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(TransformState) transform = camera.get_transform(get_parent());
|
|
const LMatrix4 &rel_mat = transform->get_mat();
|
|
|
|
LVector3 up = LVector3::up() * rel_mat;
|
|
LVector3 rel_pos = LVector3::forward() * rel_mat;
|
|
|
|
LQuaternion quat;
|
|
::look_at(quat, rel_pos, up);
|
|
set_quat(quat);
|
|
|
|
// Also slide the geometry towards the camera according to the
|
|
// offset factor.
|
|
if (offset != 0.0f) {
|
|
LVector3 translate = rel_mat.get_row3(3);
|
|
translate.normalize();
|
|
translate *= offset;
|
|
set_pos(translate);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::do_billboard_point_world
|
|
// Access: Published
|
|
// Description: Performs a billboard-type rotate to the indicated
|
|
// camera node, one time only, and leaves the object
|
|
// rotated. This is similar in principle to look_at().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
do_billboard_point_world(const NodePath &camera, PN_stdfloat offset) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(TransformState) transform = camera.get_transform(get_parent());
|
|
const LMatrix4 &rel_mat = transform->get_mat();
|
|
|
|
LVector3 up = LVector3::up();
|
|
LVector3 rel_pos = -rel_mat.get_row3(3);
|
|
|
|
LQuaternion quat;
|
|
::look_at(quat, rel_pos, up);
|
|
set_quat(quat);
|
|
|
|
// Also slide the geometry towards the camera according to the
|
|
// offset factor.
|
|
if (offset != 0.0f) {
|
|
LVector3 translate = rel_mat.get_row3(3);
|
|
translate.normalize();
|
|
translate *= offset;
|
|
set_pos(translate);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_billboard_axis
|
|
// Access: Published
|
|
// Description: Puts a billboard transition on the node such that it
|
|
// will rotate in two dimensions around the up axis,
|
|
// towards a specified "camera" instead of to the
|
|
// viewing camera.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_billboard_axis(const NodePath &camera, PN_stdfloat offset) {
|
|
nassertv_always(!is_empty());
|
|
CPT(RenderEffect) billboard = BillboardEffect::make
|
|
(LVector3::up(), false, true,
|
|
offset, camera, LPoint3(0.0f, 0.0f, 0.0f));
|
|
node()->set_effect(billboard);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_billboard_point_eye
|
|
// Access: Published
|
|
// Description: Puts a billboard transition on the node such that it
|
|
// will rotate in three dimensions about the origin,
|
|
// keeping its up vector oriented to the top of the
|
|
// camera, towards a specified "camera" instead of to
|
|
// the viewing camera.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_billboard_point_eye(const NodePath &camera, PN_stdfloat offset) {
|
|
nassertv_always(!is_empty());
|
|
CPT(RenderEffect) billboard = BillboardEffect::make
|
|
(LVector3::up(), true, false,
|
|
offset, camera, LPoint3(0.0f, 0.0f, 0.0f));
|
|
node()->set_effect(billboard);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_billboard_point_world
|
|
// Access: Published
|
|
// Description: Puts a billboard transition on the node such that it
|
|
// will rotate in three dimensions about the origin,
|
|
// keeping its up vector oriented to the sky, towards a
|
|
// specified "camera" instead of to the viewing camera.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_billboard_point_world(const NodePath &camera, PN_stdfloat offset) {
|
|
nassertv_always(!is_empty());
|
|
CPT(RenderEffect) billboard = BillboardEffect::make
|
|
(LVector3::up(), false, false,
|
|
offset, camera, LPoint3(0.0f, 0.0f, 0.0f));
|
|
node()->set_effect(billboard);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_billboard
|
|
// Access: Published
|
|
// Description: Removes any billboard effect from the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_billboard() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_effect(BillboardEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_billboard
|
|
// Access: Published
|
|
// Description: Returns true if there is any billboard effect on
|
|
// the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_billboard() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_effect(BillboardEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_compass
|
|
// Access: Published
|
|
// Description: Puts a compass effect on the node, so that it will
|
|
// retain a fixed rotation relative to the reference
|
|
// node (or render if the reference node is empty)
|
|
// regardless of the transforms above it.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_compass(const NodePath &reference) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_effect(CompassEffect::make(reference));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_compass
|
|
// Access: Published
|
|
// Description: Removes any compass effect from the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_compass() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_effect(CompassEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_compass
|
|
// Access: Published
|
|
// Description: Returns true if there is any compass effect on
|
|
// the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_compass() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_effect(CompassEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_transparency
|
|
// Access: Published
|
|
// Description: Specifically sets or disables transparent rendering
|
|
// mode on this particular node. If no other nodes
|
|
// override, this will cause items with a non-1 value
|
|
// for alpha color to be rendered partially transparent.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_transparency(TransparencyAttrib::Mode mode, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
node()->set_attrib(TransparencyAttrib::make(mode), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_transparency
|
|
// Access: Published
|
|
// Description: Completely removes any transparency adjustment that
|
|
// may have been set on this node via set_transparency().
|
|
// The geometry at this level and below will
|
|
// subsequently be rendered either transparent or not,
|
|
// to whatever other nodes may have had
|
|
// set_transparency() on them.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_transparency() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(TransparencyAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_transparency
|
|
// Access: Published
|
|
// Description: Returns true if a transparent-rendering adjustment
|
|
// has been explicitly set on this particular node via
|
|
// set_transparency(). If this returns true, then
|
|
// get_transparency() may be called to determine whether
|
|
// transparency has been explicitly enabled or
|
|
// explicitly disabled for this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_transparency() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(TransparencyAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_transparency
|
|
// Access: Published
|
|
// Description: Returns the transparent rendering that has been
|
|
// specifically set on this node via set_transparency(), or
|
|
// M_none if nontransparent rendering has been specifically
|
|
// set, or if nothing has been specifically set. See
|
|
// also has_transparency(). This does not necessarily
|
|
// imply that the geometry will or will not be rendered
|
|
// transparent, as there may be other nodes that override.
|
|
////////////////////////////////////////////////////////////////////
|
|
TransparencyAttrib::Mode NodePath::
|
|
get_transparency() const {
|
|
nassertr_always(!is_empty(), TransparencyAttrib::M_none);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(TransparencyAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TransparencyAttrib *ta = DCAST(TransparencyAttrib, attrib);
|
|
return ta->get_mode();
|
|
}
|
|
|
|
return TransparencyAttrib::M_none;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_antialias
|
|
// Access: Published
|
|
// Description: Specifies the antialiasing type that should be
|
|
// applied at this node and below. See AntialiasAttrib.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_antialias(unsigned short mode, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
node()->set_attrib(AntialiasAttrib::make(mode), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_antialias
|
|
// Access: Published
|
|
// Description: Completely removes any antialias setting that
|
|
// may have been set on this node via set_antialias().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_antialias() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(AntialiasAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_antialias
|
|
// Access: Published
|
|
// Description: Returns true if an antialias setting has been
|
|
// explicitly mode on this particular node via
|
|
// set_antialias(). If this returns true, then
|
|
// get_antialias() may be called to determine what the
|
|
// setting was.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_antialias() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(AntialiasAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_antialias
|
|
// Access: Published
|
|
// Description: Returns the antialias setting that has been
|
|
// specifically set on this node via set_antialias(), or
|
|
// M_none if no setting has been made.
|
|
////////////////////////////////////////////////////////////////////
|
|
unsigned short NodePath::
|
|
get_antialias() const {
|
|
nassertr_always(!is_empty(), AntialiasAttrib::M_none);
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(AntialiasAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const AntialiasAttrib *ta = DCAST(AntialiasAttrib, attrib);
|
|
return ta->get_mode();
|
|
}
|
|
|
|
return AntialiasAttrib::M_none;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::has_audio_volume
|
|
// Access: Published
|
|
// Description: Returns true if an audio volume has been applied
|
|
// to the referenced node, false otherwise. It is still
|
|
// possible that volume at this node might have been
|
|
// scaled by an ancestor node.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
has_audio_volume() const {
|
|
nassertr_always(!is_empty(), false);
|
|
return node()->has_attrib(AudioVolumeAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::clear_audio_volume
|
|
// Access: Published
|
|
// Description: Completely removes any audio volume from the
|
|
// referenced node. This is preferable to simply
|
|
// setting the audio volume to identity, as it also
|
|
// removes the overhead associated with having an audio
|
|
// volume at all.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
clear_audio_volume() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_attrib(AudioVolumeAttrib::get_class_slot());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_audio_volume
|
|
// Access: Published
|
|
// Description: Sets the audio volume component of the transform
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_audio_volume(PN_stdfloat volume, int priority) {
|
|
nassertv_always(!is_empty());
|
|
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(AudioVolumeAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
priority = max(priority,
|
|
node()->get_state()->get_override(AudioVolumeAttrib::get_class_slot()));
|
|
CPT(AudioVolumeAttrib) ava = DCAST(AudioVolumeAttrib, attrib);
|
|
|
|
// Modify the existing AudioVolumeAttrib to add the indicated
|
|
// volume.
|
|
node()->set_attrib(ava->set_volume(volume), priority);
|
|
|
|
} else {
|
|
// Create a new AudioVolumeAttrib for this node.
|
|
node()->set_attrib(AudioVolumeAttrib::make(volume), priority);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::set_audio_volume_off
|
|
// Access: Published
|
|
// Description: Disables any audio volume attribute inherited from
|
|
// above. This is not the same thing as
|
|
// clear_audio_volume(), which undoes any previous
|
|
// set_audio_volume() operation on this node; rather,
|
|
// this actively disables any set_audio_volume() that
|
|
// might be inherited from a parent node.
|
|
//
|
|
// It is legal to specify a new volume on the same
|
|
// node with a subsequent call to set_audio_volume();
|
|
// this new scale will apply to lower nodes.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
set_audio_volume_off(int priority) {
|
|
nassertv_always(!is_empty());
|
|
node()->set_attrib(AudioVolumeAttrib::make_off(), priority);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_audio_volume
|
|
// Access: Published
|
|
// Description: Returns the complete audio volume that has been
|
|
// applied to this node via a previous call to
|
|
// set_audio_volume(), or 1. (identity) if no volume has
|
|
// been applied to this particular node.
|
|
////////////////////////////////////////////////////////////////////
|
|
PN_stdfloat NodePath::
|
|
get_audio_volume() const {
|
|
const RenderAttrib *attrib =
|
|
node()->get_attrib(AudioVolumeAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const AudioVolumeAttrib *ava = DCAST(AudioVolumeAttrib, attrib);
|
|
return ava->get_volume();
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_net_audio_volume
|
|
// Access: Published
|
|
// Description: Returns the complete audio volume for this node
|
|
// taking highers nodes in the graph into account.
|
|
////////////////////////////////////////////////////////////////////
|
|
PN_stdfloat NodePath::
|
|
get_net_audio_volume() const {
|
|
CPT(RenderState) net_state = get_net_state();
|
|
const RenderAttrib *attrib = net_state->get_attrib(AudioVolumeAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const AudioVolumeAttrib *ava = DCAST(AudioVolumeAttrib, attrib);
|
|
if (ava != (const AudioVolumeAttrib *)NULL) {
|
|
return ava->get_volume();
|
|
}
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_hidden_ancestor
|
|
// Access: Published
|
|
// Description: Returns the NodePath at or above the referenced node
|
|
// that is hidden to the indicated camera(s), or an
|
|
// empty NodePath if no ancestor of the referenced node
|
|
// is hidden (and the node should be visible).
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
get_hidden_ancestor(DrawMask camera_mask, Thread *current_thread) const {
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
|
|
NodePathComponent *comp;
|
|
for (comp = _head;
|
|
comp != (NodePathComponent *)NULL;
|
|
comp = comp->get_next(pipeline_stage, current_thread)) {
|
|
PandaNode *node = comp->get_node();
|
|
if (node->is_overall_hidden() ||
|
|
((node->get_draw_show_mask() | ~node->get_draw_control_mask()) & camera_mask).is_zero()) {
|
|
NodePath result;
|
|
result._head = comp;
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return not_found();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::stash
|
|
// Access: Published
|
|
// Description: Removes the referenced node (and the entire subgraph
|
|
// below this node) from the scene graph in any normal
|
|
// sense. The node will no longer be visible and is not
|
|
// tested for collisions; furthermore, no normal scene
|
|
// graph traversal will visit the node. The node's
|
|
// bounding volume no longer contributes to its parent's
|
|
// bounding volume.
|
|
//
|
|
// A stashed node cannot be located by a normal find()
|
|
// operation (although a special find string can still
|
|
// retrieve it).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
stash(int sort, Thread *current_thread) {
|
|
nassertv_always(!is_singleton() && !is_empty());
|
|
nassertv(verify_complete());
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
bool reparented = PandaNode::reparent(_head->get_next(pipeline_stage, current_thread),
|
|
_head, sort, true, pipeline_stage,
|
|
current_thread);
|
|
nassertv(reparented);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::unstash
|
|
// Access: Published
|
|
// Description: Undoes the effect of a previous stash() on this
|
|
// node: makes the referenced node (and the entire
|
|
// subgraph below this node) once again part of the
|
|
// scene graph.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
unstash(int sort, Thread *current_thread) {
|
|
nassertv_always(!is_singleton() && !is_empty());
|
|
nassertv(verify_complete());
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
bool reparented = PandaNode::reparent(_head->get_next(pipeline_stage, current_thread),
|
|
_head, sort, false, pipeline_stage,
|
|
current_thread);
|
|
nassertv(reparented);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::unstash_all
|
|
// Access: Published
|
|
// Description: Unstashes this node and all stashed child nodes.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
unstash_all(Thread *current_thread) {
|
|
NodePathCollection stashed_descendents = find_all_matches("**/@@*");
|
|
stashed_descendents.unstash();
|
|
unstash(0, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_stashed_ancestor
|
|
// Access: Published
|
|
// Description: Returns the NodePath at or above the referenced node
|
|
// that is stashed, or an empty NodePath if no ancestor
|
|
// of the referenced node is stashed (and the node should
|
|
// be visible).
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
get_stashed_ancestor(Thread *current_thread) const {
|
|
NodePathComponent *comp = _head;
|
|
if (comp != (NodePathComponent *)NULL) {
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
NodePathComponent *next = comp->get_next(pipeline_stage, current_thread);
|
|
|
|
while (next != (NodePathComponent *)NULL) {
|
|
PandaNode *node = comp->get_node();
|
|
PandaNode *parent_node = next->get_node();
|
|
|
|
if (parent_node->find_stashed(node) >= 0) {
|
|
NodePath result;
|
|
result._head = comp;
|
|
return result;
|
|
}
|
|
|
|
comp = next;
|
|
next = next->get_next(pipeline_stage, current_thread);
|
|
}
|
|
}
|
|
|
|
return not_found();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::verify_complete
|
|
// Access: Published
|
|
// Description: Returns true if all of the nodes described in the
|
|
// NodePath are connected, or false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
verify_complete(Thread *current_thread) const {
|
|
if (is_empty()) {
|
|
return true;
|
|
}
|
|
|
|
#ifdef HAVE_THREADS
|
|
if (Thread::is_true_threads()) {
|
|
// In a threaded environment, we can't reliably test this, since a
|
|
// sub-thread may be mucking with the NodePath's ancestry as we
|
|
// try to validate it. NodePaths are inherently not thread-safe,
|
|
// but generally that's not an issue.
|
|
return true;
|
|
}
|
|
#endif // HAVE_THREADS
|
|
|
|
PStatTimer timer(_verify_complete_pcollector);
|
|
|
|
const NodePathComponent *comp = _head;
|
|
nassertr(comp != (const NodePathComponent *)NULL, false);
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
|
|
PandaNode *node = comp->get_node();
|
|
nassertr(node != (const PandaNode *)NULL, false);
|
|
int length = comp->get_length(pipeline_stage, current_thread);
|
|
|
|
comp = comp->get_next(pipeline_stage, current_thread);
|
|
length--;
|
|
while (comp != (const NodePathComponent *)NULL) {
|
|
PandaNode *next_node = comp->get_node();
|
|
nassertr(next_node != (const PandaNode *)NULL, false);
|
|
|
|
if (node->find_parent(next_node) < 0) {
|
|
pgraph_cat.warning()
|
|
<< *this << " is incomplete; " << *node << " is not a child of "
|
|
<< *next_node << "\n";
|
|
return false;
|
|
}
|
|
|
|
if (comp->get_length(pipeline_stage, current_thread) != length) {
|
|
pgraph_cat.warning()
|
|
<< *this << " is incomplete; length at " << *next_node
|
|
<< " indicates " << comp->get_length(pipeline_stage, current_thread)
|
|
<< " while length at " << *node << " indicates " << length << "\n";
|
|
return false;
|
|
}
|
|
|
|
node = next_node;
|
|
comp = comp->get_next(pipeline_stage, current_thread);
|
|
length--;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::premunge_scene
|
|
// Access: Published
|
|
// Description: Walks through the scene graph beginning at the bottom
|
|
// node, and internally adjusts any GeomVertexFormats
|
|
// for optimal rendering on the indicated GSG. If this
|
|
// step is not done prior to rendering, the formats will
|
|
// be optimized at render time instead, for a small
|
|
// cost.
|
|
//
|
|
// It is not normally necessary to do this on a model
|
|
// loaded directly from disk, since the loader will do
|
|
// this by default.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
premunge_scene(GraphicsStateGuardianBase *gsg) {
|
|
nassertv_always(!is_empty());
|
|
|
|
CPT(RenderState) state = RenderState::make_empty();
|
|
if (has_parent()) {
|
|
state = get_parent().get_net_state();
|
|
}
|
|
|
|
SceneGraphReducer gr(gsg);
|
|
gr.premunge(node(), state);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::prepare_scene
|
|
// Access: Published
|
|
// Description: Walks through the scene graph beginning at the bottom
|
|
// node, and does whatever initialization is required to
|
|
// render the scene properly with the indicated GSG. It
|
|
// is not strictly necessary to call this, since the GSG
|
|
// will initialize itself when the scene is rendered,
|
|
// but this may take some of the overhead away from that
|
|
// process.
|
|
//
|
|
// In particular, this will ensure that textures and
|
|
// vertex buffers within the scene are loaded into
|
|
// graphics memory.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
prepare_scene(GraphicsStateGuardianBase *gsg) {
|
|
nassertv_always(!is_empty());
|
|
|
|
node()->prepare_scene(gsg, get_net_state());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::show_bounds
|
|
// Access: Published
|
|
// Description: Causes the bounding volume of the bottom node and all
|
|
// of its descendants (that is, the bounding volume
|
|
// associated with the the bottom arc) to be rendered,
|
|
// if possible. The rendering method is less than
|
|
// optimal; this is intended primarily for debugging.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
show_bounds() {
|
|
nassertv_always(!is_empty());
|
|
node()->set_effect(ShowBoundsEffect::make(false));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::show_tight_bounds
|
|
// Access: Published
|
|
// Description: Similar to show_bounds(), this draws a bounding box
|
|
// representing the "tight" bounds of this node and all
|
|
// of its descendants. The bounding box is recomputed
|
|
// every frame by reexamining all of the vertices; this
|
|
// is far from efficient, but this is intended for
|
|
// debugging.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
show_tight_bounds() {
|
|
nassertv_always(!is_empty());
|
|
node()->set_effect(ShowBoundsEffect::make(true));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::hide_bounds
|
|
// Access: Published
|
|
// Description: Stops the rendering of the bounding volume begun with
|
|
// show_bounds().
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
hide_bounds() {
|
|
nassertv_always(!is_empty());
|
|
node()->clear_effect(ShowBoundsEffect::get_class_type());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::get_bounds
|
|
// Access: Published
|
|
// Description: Returns a newly-allocated bounding volume containing
|
|
// the bottom node and all of its descendants. This is
|
|
// the bounding volume on the bottom arc, converted to
|
|
// the local coordinate space of the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(BoundingVolume) NodePath::
|
|
get_bounds(Thread *current_thread) const {
|
|
nassertr_always(!is_empty(), new BoundingSphere);
|
|
return node()->get_bounds(current_thread)->make_copy();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::force_recompute_bounds
|
|
// Access: Published
|
|
// Description: Forces the recomputing of all the bounding volumes at
|
|
// every node in the subgraph beginning at this node and
|
|
// below.
|
|
//
|
|
// This should not normally need to be called, since the
|
|
// bounding volumes are supposed to be recomputed
|
|
// automatically when necessary. It may be useful when
|
|
// debugging, to verify that the bounding volumes have
|
|
// not become inadvertently stale; it may also be useful
|
|
// to force animated characters to update their bounding
|
|
// volumes (which does not presently happen
|
|
// automatically).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
force_recompute_bounds() {
|
|
nassertv_always(!is_empty());
|
|
r_force_recompute_bounds(node());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::write_bounds
|
|
// Access: Published
|
|
// Description: Writes a description of the bounding volume
|
|
// containing the bottom node and all of its descendants
|
|
// to the indicated output stream.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
write_bounds(ostream &out) const {
|
|
get_bounds()->write(out);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::calc_tight_bounds
|
|
// Access: Published
|
|
// Description: Calculates the minimum and maximum vertices of all
|
|
// Geoms at this NodePath's bottom node and below. This
|
|
// is a tight bounding box; it will generally be tighter
|
|
// than the bounding volume returned by get_bounds()
|
|
// (but it is more expensive to compute).
|
|
//
|
|
// The return value is true if any points are within the
|
|
// bounding volume, or false if none are.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
calc_tight_bounds(LPoint3 &min_point, LPoint3 &max_point,
|
|
Thread *current_thread) const {
|
|
min_point.set(0.0f, 0.0f, 0.0f);
|
|
max_point.set(0.0f, 0.0f, 0.0f);
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
bool found_any = false;
|
|
node()->calc_tight_bounds(min_point, max_point, found_any,
|
|
TransformState::make_identity(),
|
|
current_thread);
|
|
|
|
return found_any;
|
|
}
|
|
|
|
/*
|
|
|
|
NB: Had to remove this function to avoid circular dependency when
|
|
moving SceneGraphAnalyzer into pgraphnodes, attempting to reduce size
|
|
of pgraph. This function is now defined as a Python extension
|
|
function instead.
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::analyze
|
|
// Access: Published
|
|
// Description: Analyzes the geometry below this node and reports the
|
|
// number of vertices, triangles, etc. This is the same
|
|
// information reported by the bam-info program.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
analyze() const {
|
|
nassertv_always(!is_empty());
|
|
SceneGraphAnalyzer sga;
|
|
sga.add_node(node());
|
|
|
|
if (sga.get_num_lod_nodes() == 0) {
|
|
sga.write(nout);
|
|
|
|
} else {
|
|
nout << "At highest LOD:\n";
|
|
SceneGraphAnalyzer sga2;
|
|
sga2.set_lod_mode(SceneGraphAnalyzer::LM_highest);
|
|
sga2.add_node(node());
|
|
sga2.write(nout);
|
|
|
|
nout << "\nAt lowest LOD:\n";
|
|
sga2.clear();
|
|
sga2.set_lod_mode(SceneGraphAnalyzer::LM_lowest);
|
|
sga2.add_node(node());
|
|
sga2.write(nout);
|
|
|
|
nout << "\nAll nodes:\n";
|
|
sga.write(nout);
|
|
}
|
|
}
|
|
*/
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::flatten_light
|
|
// Access: Published
|
|
// Description: Lightly flattens out the hierarchy below this node by
|
|
// applying transforms, colors, and texture matrices
|
|
// from the nodes onto the vertices, but does not remove
|
|
// any nodes.
|
|
//
|
|
// This can result in improved rendering performance
|
|
// because there will be fewer transforms in the
|
|
// resulting scene graph, but the number of nodes will
|
|
// remain the same.
|
|
//
|
|
// In particular, any NodePaths that reference nodes
|
|
// within this hierarchy will not be damaged. However,
|
|
// since this operation will remove transforms from the
|
|
// scene graph, it may be dangerous to apply to nodes
|
|
// where you expect to dynamically modify the transform,
|
|
// or where you expect the geometry to remain in a
|
|
// particular local coordinate system.
|
|
//
|
|
// The return value is always 0, since flatten_light
|
|
// does not remove any nodes.
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
flatten_light() {
|
|
nassertr_always(!is_empty(), 0);
|
|
SceneGraphReducer gr;
|
|
gr.apply_attribs(node());
|
|
|
|
return 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::flatten_medium
|
|
// Access: Published
|
|
// Description: A more thorough flattening than flatten_light(), this
|
|
// first applies all the transforms, colors, and texture
|
|
// matrices from the nodes onto the vertices, and then
|
|
// removes unneeded grouping nodes--nodes that have
|
|
// exactly one child, for instance, but have no special
|
|
// properties in themselves.
|
|
//
|
|
// This results in improved performance over
|
|
// flatten_light() because the number of nodes in the
|
|
// scene graph is reduced.
|
|
//
|
|
// The return value is the number of nodes removed.
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
flatten_medium() {
|
|
nassertr_always(!is_empty(), 0);
|
|
SceneGraphReducer gr;
|
|
gr.apply_attribs(node());
|
|
int num_removed = gr.flatten(node(), 0);
|
|
|
|
if (flatten_geoms) {
|
|
gr.make_compatible_state(node());
|
|
gr.collect_vertex_data(node());
|
|
gr.unify(node(), true);
|
|
}
|
|
|
|
return num_removed;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::flatten_strong
|
|
// Access: Published
|
|
// Description: The strongest possible flattening. This first
|
|
// applies all of the transforms to the vertices, as in
|
|
// flatten_medium(), but then it will combine sibling
|
|
// nodes together when possible, in addition to removing
|
|
// unnecessary parent-child nodes. This can result in
|
|
// substantially fewer nodes, but any nicely-grouped
|
|
// hierachical bounding volumes may be lost.
|
|
//
|
|
// It is generally a good idea to apply this kind of
|
|
// flattening only to nodes that will be culled largely
|
|
// as a single unit, like a car. Applying this to an
|
|
// entire scene may result in overall poorer performance
|
|
// because of less-effective culling.
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
flatten_strong() {
|
|
nassertr_always(!is_empty(), 0);
|
|
SceneGraphReducer gr;
|
|
gr.apply_attribs(node());
|
|
int num_removed = gr.flatten(node(), ~0);
|
|
|
|
if (flatten_geoms) {
|
|
gr.make_compatible_state(node());
|
|
gr.collect_vertex_data(node(), ~(SceneGraphReducer::CVD_format | SceneGraphReducer::CVD_name | SceneGraphReducer::CVD_animation_type));
|
|
gr.unify(node(), false);
|
|
}
|
|
|
|
return num_removed;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::apply_texture_colors
|
|
// Access: Published
|
|
// Description: Removes textures from Geoms at this node and below by
|
|
// applying the texture colors to the vertices. This is
|
|
// primarily useful to simplify a low-LOD model. The
|
|
// texture colors are replaced by flat colors that
|
|
// approximate the original textures.
|
|
//
|
|
// Only the bottommost texture on each Geom is used (if
|
|
// there is more than one), and it is applied as if it
|
|
// were M_modulate, and WM_repeat, regardless of its
|
|
// actual settings. If the texture has a
|
|
// simple_ram_image, this may be used if the main image
|
|
// isn't resident.
|
|
//
|
|
// After this call, there will be no texturing specified
|
|
// at this level and below. Of course, there might
|
|
// still be texturing inherited from above.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
apply_texture_colors() {
|
|
nassertv_always(!is_empty());
|
|
SceneGraphReducer gr;
|
|
gr.apply_attribs(node(), SceneGraphReducer::TT_apply_texture_color | SceneGraphReducer::TT_tex_matrix | SceneGraphReducer::TT_other);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_net_tag
|
|
// Access: Published
|
|
// Description: Returns the lowest ancestor of this node that
|
|
// contains a tag definition with the indicated key, if
|
|
// any, or an empty NodePath if no ancestor of this node
|
|
// contains this tag definition. See set_tag().
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
find_net_tag(const string &key) const {
|
|
if (is_empty()) {
|
|
return NodePath::not_found();
|
|
}
|
|
if (has_tag(key)) {
|
|
return *this;
|
|
}
|
|
return get_parent().find_net_tag(key);
|
|
}
|
|
|
|
#ifdef HAVE_PYTHON
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_net_python_tag
|
|
// Access: Published
|
|
// Description: Returns the lowest ancestor of this node that
|
|
// contains a tag definition with the indicated key, if
|
|
// any, or an empty NodePath if no ancestor of this node
|
|
// contains this tag definition. See set_python_tag().
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
find_net_python_tag(const string &key) const {
|
|
if (is_empty()) {
|
|
return NodePath::not_found();
|
|
}
|
|
if (has_python_tag(key)) {
|
|
return *this;
|
|
}
|
|
return get_parent().find_net_python_tag(key);
|
|
}
|
|
#endif // HAVE_PYTHON
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::write_bam_file
|
|
// Access: Published
|
|
// Description: Writes the contents of this node and below out to a
|
|
// bam file with the indicated filename. This file may
|
|
// then be read in again, as is, at some later point.
|
|
// Returns true if successful, false on some kind of
|
|
// error.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
write_bam_file(const Filename &filename) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
BamFile bam_file;
|
|
|
|
bool okflag = false;
|
|
|
|
if (bam_file.open_write(filename)) {
|
|
if (bam_file.write_object(node())) {
|
|
okflag = true;
|
|
}
|
|
bam_file.close();
|
|
}
|
|
return okflag;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::write_bam_stream
|
|
// Access: Published
|
|
// Description: Writes the contents of this node and below out to the
|
|
// indicated stream.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
write_bam_stream(ostream &out) const {
|
|
nassertr_always(!is_empty(), false);
|
|
|
|
BamFile bam_file;
|
|
|
|
bool okflag = false;
|
|
|
|
if (bam_file.open_write(out)) {
|
|
if (bam_file.write_object(node())) {
|
|
okflag = true;
|
|
}
|
|
bam_file.close();
|
|
}
|
|
return okflag;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::encode_to_bam_stream
|
|
// Access: Published
|
|
// Description: Converts the NodePath object into a single
|
|
// stream of data using a BamWriter, and stores that
|
|
// data in the indicated string. Returns true on
|
|
// success, false on failure.
|
|
//
|
|
// If the BamWriter is NULL, this behaves the same way
|
|
// as NodePath::write_bam_stream() and
|
|
// PandaNode::encode_to_bam_stream(), in the sense that
|
|
// it only writes this node and all nodes below it.
|
|
//
|
|
// However, if the BamWriter is not NULL, it behaves
|
|
// very differently. In this case, it encodes the
|
|
// *entire graph* of all nodes connected to the
|
|
// NodePath, including all parent nodes and siblings.
|
|
// This is necessary for correct streaming of related
|
|
// NodePaths and restoration of instances, etc., but it
|
|
// does mean you must detach() a node before writing it
|
|
// if you want to limit the nodes that get written.
|
|
//
|
|
// This method is used by __reduce__ to handle streaming
|
|
// of NodePaths to a pickle file. The BamWriter case is
|
|
// used by the direct.stdpy.pickle module, while the
|
|
// saner, non-BamWriter case is used when the standard
|
|
// pickle module calls this function.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
encode_to_bam_stream(string &data, BamWriter *writer) const {
|
|
data.clear();
|
|
ostringstream stream;
|
|
|
|
DatagramOutputFile dout;
|
|
if (!dout.open(stream)) {
|
|
return false;
|
|
}
|
|
|
|
BamWriter local_writer;
|
|
bool used_local_writer = false;
|
|
if (writer == NULL) {
|
|
// Create our own writer.
|
|
|
|
if (!dout.write_header(_bam_header)) {
|
|
return false;
|
|
}
|
|
writer = &local_writer;
|
|
used_local_writer = true;
|
|
}
|
|
|
|
writer->set_target(&dout);
|
|
|
|
int num_nodes = get_num_nodes();
|
|
if (used_local_writer && num_nodes > 1) {
|
|
// In this case--no BamWriter--we only write the bottom node.
|
|
num_nodes = 1;
|
|
}
|
|
|
|
// Write an initial Datagram to represent the error type and
|
|
// number of nodes.
|
|
Datagram dg;
|
|
dg.add_uint8(_error_type);
|
|
dg.add_int32(num_nodes);
|
|
|
|
if (!dout.put_datagram(dg)) {
|
|
writer->set_target(NULL);
|
|
return false;
|
|
}
|
|
|
|
// Now write the nodes, one at a time.
|
|
for (int i = 0; i < num_nodes; ++i) {
|
|
PandaNode *node = get_node(num_nodes - i - 1);
|
|
nassertr(node != NULL, false);
|
|
if (!writer->write_object(node)) {
|
|
writer->set_target(NULL);
|
|
return false;
|
|
}
|
|
}
|
|
writer->set_target(NULL);
|
|
|
|
data = stream.str();
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::decode_from_bam_stream
|
|
// Access: Published, Static
|
|
// Description: Reads the string created by a previous call to
|
|
// encode_to_bam_stream(), and extracts and
|
|
// returns the NodePath on that string. Returns NULL on
|
|
// error.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath NodePath::
|
|
decode_from_bam_stream(const string &data, BamReader *reader) {
|
|
NodePath result;
|
|
|
|
istringstream stream(data);
|
|
|
|
DatagramInputFile din;
|
|
if (!din.open(stream)) {
|
|
return NodePath::fail();
|
|
}
|
|
|
|
BamReader local_reader;
|
|
if (reader == NULL) {
|
|
// Create a local reader.
|
|
|
|
string head;
|
|
if (!din.read_header(head, _bam_header.size())) {
|
|
return NodePath::fail();
|
|
}
|
|
|
|
if (head != _bam_header) {
|
|
return NodePath::fail();
|
|
}
|
|
|
|
reader = &local_reader;
|
|
}
|
|
|
|
reader->set_source(&din);
|
|
|
|
// One initial datagram to encode the error type, and the number of nodes.
|
|
Datagram dg;
|
|
if (!din.get_datagram(dg)) {
|
|
return NodePath::fail();
|
|
}
|
|
|
|
DatagramIterator dgi(dg);
|
|
ErrorType error_type = (ErrorType)dgi.get_uint8();
|
|
int num_nodes = dgi.get_int32();
|
|
if (num_nodes == 0) {
|
|
// An empty NodePath.
|
|
result._error_type = error_type;
|
|
|
|
} else {
|
|
// A real NodePath. Ignore error_type.
|
|
for (int i = 0; i < num_nodes; ++i) {
|
|
TypedWritable *object = reader->read_object();
|
|
|
|
if (object == (TypedWritable *)NULL ||
|
|
!object->is_of_type(PandaNode::get_class_type())) {
|
|
reader->set_source(NULL);
|
|
return NodePath::fail();
|
|
}
|
|
|
|
if (!reader->resolve()) {
|
|
reader->set_source(NULL);
|
|
return NodePath::fail();
|
|
}
|
|
|
|
PandaNode *node = DCAST(PandaNode, object);
|
|
result = NodePath(result, node);
|
|
}
|
|
}
|
|
|
|
reader->set_source(NULL);
|
|
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_common_ancestor
|
|
// Access: Private, Static
|
|
// Description: Walks up from both NodePaths to find the first node
|
|
// that both have in common, if any. Fills a_count and
|
|
// b_count with the number of nodes below the common
|
|
// node in each path.
|
|
//
|
|
// The return value is the NodePathComponent of the node
|
|
// they have in common, or NULL if they have nothing in
|
|
// common.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePathComponent *NodePath::
|
|
find_common_ancestor(const NodePath &a, const NodePath &b,
|
|
int &a_count, int &b_count, Thread *current_thread) {
|
|
nassertr(!a.is_empty() && !b.is_empty(), NULL);
|
|
NodePathComponent *ac = a._head;
|
|
NodePathComponent *bc = b._head;
|
|
a_count = 0;
|
|
b_count = 0;
|
|
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
|
|
// Shorten up the longer one until they are the same length.
|
|
while (ac->get_length(pipeline_stage, current_thread) > bc->get_length(pipeline_stage, current_thread)) {
|
|
nassertr(ac != (NodePathComponent *)NULL, NULL);
|
|
ac = ac->get_next(pipeline_stage, current_thread);
|
|
a_count++;
|
|
}
|
|
while (bc->get_length(pipeline_stage, current_thread) > ac->get_length(pipeline_stage, current_thread)) {
|
|
nassertr(bc != (NodePathComponent *)NULL, NULL);
|
|
bc = bc->get_next(pipeline_stage, current_thread);
|
|
b_count++;
|
|
}
|
|
|
|
// Now shorten them both up until we reach the same component.
|
|
while (ac != bc) {
|
|
// These shouldn't go to NULL unless they both go there together.
|
|
nassertr(ac != (NodePathComponent *)NULL, NULL);
|
|
nassertr(bc != (NodePathComponent *)NULL, NULL);
|
|
ac = ac->get_next(pipeline_stage, current_thread);
|
|
a_count++;
|
|
bc = bc->get_next(pipeline_stage, current_thread);
|
|
b_count++;
|
|
}
|
|
|
|
return ac;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_get_net_state
|
|
// Access: Private
|
|
// Description: Recursively determines the net state changes to the
|
|
// indicated component node from the root of the graph.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) NodePath::
|
|
r_get_net_state(NodePathComponent *comp, Thread *current_thread) const {
|
|
if (comp == (NodePathComponent *)NULL) {
|
|
return RenderState::make_empty();
|
|
} else {
|
|
CPT(RenderState) state = comp->get_node()->get_state(current_thread);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
return r_get_net_state(comp->get_next(pipeline_stage, current_thread), current_thread)->compose(state);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_get_partial_state
|
|
// Access: Private
|
|
// Description: Recursively determines the net state changes to the
|
|
// indicated component node from the nth node above it.
|
|
// If n exceeds the length of the path, this returns the
|
|
// net transform from the root of the graph.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) NodePath::
|
|
r_get_partial_state(NodePathComponent *comp, int n,
|
|
Thread *current_thread) const {
|
|
if (n == 0 || comp == (NodePathComponent *)NULL) {
|
|
return RenderState::make_empty();
|
|
} else {
|
|
CPT(RenderState) state = comp->get_node()->get_state(current_thread);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
return r_get_partial_state(comp->get_next(pipeline_stage, current_thread), n - 1, current_thread)->compose(state);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_get_net_transform
|
|
// Access: Private
|
|
// Description: Recursively determines the net transform to the
|
|
// indicated component node from the root of the graph.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
r_get_net_transform(NodePathComponent *comp, Thread *current_thread) const {
|
|
if (comp == (NodePathComponent *)NULL) {
|
|
return TransformState::make_identity();
|
|
} else {
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
CPT(TransformState) net_transform = r_get_net_transform(comp->get_next(pipeline_stage, current_thread), current_thread);
|
|
PandaNode *node = comp->get_node();
|
|
CPT(TransformState) transform = node->get_transform(current_thread);
|
|
|
|
CPT(RenderEffects) effects = node->get_effects(current_thread);
|
|
if (effects->has_adjust_transform()) {
|
|
effects->adjust_transform(net_transform, transform, node);
|
|
}
|
|
|
|
return net_transform->compose(transform);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_get_partial_transform
|
|
// Access: Private
|
|
// Description: Recursively determines the net transform to the
|
|
// indicated component node from the nth node above it.
|
|
// If n exceeds the length of the path, this returns the
|
|
// net transform from the root of the graph.
|
|
//
|
|
// If any node in the path had a net_transform effect
|
|
// applied, returns NULL--in this case the partial
|
|
// transform cannot be easily determined.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
r_get_partial_transform(NodePathComponent *comp, int n,
|
|
Thread *current_thread) const {
|
|
if (n == 0 || comp == (NodePathComponent *)NULL) {
|
|
return TransformState::make_identity();
|
|
} else {
|
|
if (comp->get_node()->get_effects(current_thread)->has_adjust_transform()) {
|
|
return NULL;
|
|
}
|
|
CPT(TransformState) transform = comp->get_node()->get_transform(current_thread);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
CPT(TransformState) partial = r_get_partial_transform(comp->get_next(pipeline_stage, current_thread), n - 1, current_thread);
|
|
if (partial == (const TransformState *)NULL) {
|
|
return NULL;
|
|
}
|
|
return partial->compose(transform);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_get_net_prev_transform
|
|
// Access: Private
|
|
// Description: Recursively determines the net "previous" transform
|
|
// to the indicated component node from the root of the
|
|
// graph.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
r_get_net_prev_transform(NodePathComponent *comp, Thread *current_thread) const {
|
|
if (comp == (NodePathComponent *)NULL) {
|
|
return TransformState::make_identity();
|
|
} else {
|
|
CPT(TransformState) transform = comp->get_node()->get_prev_transform(current_thread);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
return r_get_net_prev_transform(comp->get_next(pipeline_stage, current_thread), current_thread)->compose(transform);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_get_partial_prev_transform
|
|
// Access: Private
|
|
// Description: Recursively determines the net "previous" transform
|
|
// to the indicated component node from the nth node
|
|
// above it. If n exceeds the length of the path, this
|
|
// returns the net previous transform from the root of
|
|
// the graph.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(TransformState) NodePath::
|
|
r_get_partial_prev_transform(NodePathComponent *comp, int n, Thread *current_thread) const {
|
|
if (n == 0 || comp == (NodePathComponent *)NULL) {
|
|
return TransformState::make_identity();
|
|
} else {
|
|
CPT(TransformState) transform = comp->get_node()->get_prev_transform(current_thread);
|
|
int pipeline_stage = current_thread->get_pipeline_stage();
|
|
return r_get_partial_prev_transform(comp->get_next(pipeline_stage, current_thread), n - 1, current_thread)->compose(transform);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_matches
|
|
// Access: Private
|
|
// Description: Finds up to max_matches matches against the given
|
|
// path string from this node and deeper. The
|
|
// max_matches count indicates the maximum number of
|
|
// matches to return, or -1 not to limit the number
|
|
// returned.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
find_matches(NodePathCollection &result, const string &path,
|
|
int max_matches) const {
|
|
if (is_empty()) {
|
|
pgraph_cat.warning()
|
|
<< "Attempt to extend an empty NodePath by '" << path
|
|
<< "'.\n";
|
|
return;
|
|
}
|
|
FindApproxPath approx_path;
|
|
if (approx_path.add_string(path)) {
|
|
find_matches(result, approx_path, max_matches);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_matches
|
|
// Access: Private
|
|
// Description: Finds up to max_matches matches against the given
|
|
// approx_path from this node and deeper. The
|
|
// max_matches count indicates the maximum number of
|
|
// matches to return, or -1 not to limit the number
|
|
// returned.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
find_matches(NodePathCollection &result, FindApproxPath &approx_path,
|
|
int max_matches) const {
|
|
if (is_empty()) {
|
|
pgraph_cat.warning()
|
|
<< "Attempt to extend an empty NodePath by: " << approx_path << ".\n";
|
|
return;
|
|
}
|
|
|
|
// We start with just one entry on the level.
|
|
FindApproxLevelEntry *level =
|
|
new FindApproxLevelEntry(WorkingNodePath(*this), approx_path);
|
|
nassertv(level->_node_path.is_valid());
|
|
|
|
find_matches(result, level, max_matches);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::find_matches
|
|
// Access: Private
|
|
// Description: The fundamental implementation of find_matches(),
|
|
// given a starting level (a linked list of
|
|
// FindApproxLevelEntry objects).
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
find_matches(NodePathCollection &result, FindApproxLevelEntry *level,
|
|
int max_matches) const {
|
|
|
|
int num_levels_remaining = _max_search_depth;
|
|
|
|
FindApproxLevelEntry *deleted_entries = NULL;
|
|
|
|
while (num_levels_remaining > 0 && level != NULL) {
|
|
if (pgraph_cat.is_spam()) {
|
|
pgraph_cat.spam()
|
|
<< "find_matches pass: " << result << ", "
|
|
<< max_matches << ", " << num_levels_remaining << "\n";
|
|
level->write_level(pgraph_cat.spam(false), 4);
|
|
}
|
|
|
|
num_levels_remaining--;
|
|
|
|
FindApproxLevelEntry *next_level = NULL;
|
|
|
|
// For each node in the current level, build up the set of possible
|
|
// matches in the next level.
|
|
FindApproxLevelEntry *entry = level;
|
|
while (entry != (FindApproxLevelEntry *)NULL) {
|
|
if (entry->consider_node(result, next_level, max_matches, 0)) {
|
|
// If we found the requisite number of matches, we can stop.
|
|
// Delete all remaining entries and return immediately.
|
|
|
|
while (entry != (FindApproxLevelEntry *)NULL) {
|
|
FindApproxLevelEntry *next = entry->_next;
|
|
delete entry;
|
|
entry = next;
|
|
}
|
|
while (next_level != (FindApproxLevelEntry *)NULL) {
|
|
FindApproxLevelEntry *next = next_level->_next;
|
|
delete next_level;
|
|
next_level = next;
|
|
}
|
|
while (deleted_entries != (FindApproxLevelEntry *)NULL) {
|
|
FindApproxLevelEntry *next = deleted_entries->_next;
|
|
delete deleted_entries;
|
|
deleted_entries = next;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Move the entry to the delete chain so we can delete it before
|
|
// we return from this method. (We can't delete it immediately,
|
|
// because there might be WorkingNodePaths in the next_level
|
|
// that reference the WorkingNodePath object within the entry.)
|
|
FindApproxLevelEntry *next = entry->_next;
|
|
entry->_next = deleted_entries;
|
|
deleted_entries = entry;
|
|
|
|
entry = next;
|
|
}
|
|
|
|
// Make sure the remaining entries from this level are added to
|
|
// the delete chain.
|
|
while (entry != (FindApproxLevelEntry *)NULL) {
|
|
FindApproxLevelEntry *next = entry->_next;
|
|
entry->_next = deleted_entries;
|
|
deleted_entries = entry;
|
|
|
|
entry = next;
|
|
}
|
|
|
|
level = next_level;
|
|
}
|
|
|
|
// Now it's safe to delete all entries on the delete chain.
|
|
while (deleted_entries != (FindApproxLevelEntry *)NULL) {
|
|
FindApproxLevelEntry *next = deleted_entries->_next;
|
|
delete deleted_entries;
|
|
deleted_entries = next;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_clear_model_nodes
|
|
// Access: Private
|
|
// Description: The recursive implementation of
|
|
// clear_model_nodes(). This walks through the
|
|
// subgraph defined by the indicated node and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
int NodePath::
|
|
r_clear_model_nodes(PandaNode *node) {
|
|
int count = 0;
|
|
|
|
if (node->is_of_type(ModelNode::get_class_type())) {
|
|
ModelNode *mnode;
|
|
DCAST_INTO_R(mnode, node, count);
|
|
mnode->set_preserve_transform(ModelNode::PT_drop_node);
|
|
++count;
|
|
}
|
|
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
count += r_clear_model_nodes(cr.get_child(i));
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_adjust_all_priorities
|
|
// Access: Private
|
|
// Description: The recursive implementation of
|
|
// adjust_all_priorities(). This walks through the
|
|
// subgraph defined by the indicated node and below.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_adjust_all_priorities(PandaNode *node, int adjustment) {
|
|
node->set_state(node->get_state()->adjust_all_priorities(adjustment));
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
gnode->set_geom_state(i, gnode->get_geom_state(i)->adjust_all_priorities(adjustment));
|
|
}
|
|
}
|
|
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
r_adjust_all_priorities(cr.get_child(i), adjustment);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_force_recompute_bounds
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_force_recompute_bounds(PandaNode *node) {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
const Geom *geom = gnode->get_geom(i);
|
|
geom->mark_bounds_stale();
|
|
}
|
|
}
|
|
|
|
node->mark_bounds_stale();
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
r_force_recompute_bounds(cr.get_child(i));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_set_collide_mask
|
|
// Access: Private
|
|
// Description: Recursively applies the indicated collide mask to the
|
|
// nodes at and below this node.
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_set_collide_mask(PandaNode *node,
|
|
CollideMask and_mask, CollideMask or_mask,
|
|
TypeHandle node_type) {
|
|
if (node->is_of_type(node_type)) {
|
|
CollideMask into_collide_mask = node->get_into_collide_mask();
|
|
into_collide_mask = (into_collide_mask & and_mask) | or_mask;
|
|
node->set_into_collide_mask(into_collide_mask);
|
|
}
|
|
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
r_set_collide_mask(cr.get_child(i), and_mask, or_mask, node_type);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_has_vertex_column
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool NodePath::
|
|
r_has_vertex_column(PandaNode *node, const InternalName *name) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_R(gnode, node, false);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
const Geom *geom = gnode->get_geom(i);
|
|
CPT(GeomVertexData) vdata = geom->get_vertex_data();
|
|
if (vdata->has_column(name)) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
if (r_has_vertex_column(child, name)) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_all_vertex_columns
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_find_all_vertex_columns(PandaNode *node,
|
|
NodePath::InternalNames &vertex_columns) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; ++i) {
|
|
const Geom *geom = gnode->get_geom(i);
|
|
const GeomVertexFormat *format = geom->get_vertex_data()->get_format();
|
|
int num_arrays = format->get_num_arrays();
|
|
for (int j = 0; j < num_arrays; ++j) {
|
|
const GeomVertexArrayFormat *array = format->get_array(j);
|
|
int num_columns = array->get_num_columns();
|
|
for (int k = 0; k < num_columns; ++k) {
|
|
const GeomVertexColumn *column = array->get_column(k);
|
|
vertex_columns.insert(column->get_name());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
r_find_all_vertex_columns(child, vertex_columns);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_texture
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
Texture *NodePath::
|
|
r_find_texture(PandaNode *node, const RenderState *state,
|
|
const GlobPattern &glob) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_R(gnode, node, NULL);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state =
|
|
state->compose(gnode->get_geom_state(i));
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
for (int i = 0; i < ta->get_num_on_stages(); i++) {
|
|
Texture *texture = ta->get_on_texture(ta->get_on_stage(i));
|
|
if (texture != (Texture *)NULL) {
|
|
if (glob.matches(texture->get_name())) {
|
|
return texture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
CPT(RenderState) next_state = state->compose(child->get_state());
|
|
|
|
Texture *result = r_find_texture(child, next_state, glob);
|
|
if (result != (Texture *)NULL) {
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_all_textures
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_find_all_textures(PandaNode *node, const RenderState *state,
|
|
NodePath::Textures &textures) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state =
|
|
state->compose(gnode->get_geom_state(i));
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
for (int i = 0; i < ta->get_num_on_stages(); i++) {
|
|
Texture *texture = ta->get_on_texture(ta->get_on_stage(i));
|
|
if (texture != (Texture *)NULL) {
|
|
textures.insert(texture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
CPT(RenderState) next_state = state->compose(child->get_state());
|
|
r_find_all_textures(child, next_state, textures);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_texture
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
Texture * NodePath::
|
|
r_find_texture(PandaNode *node, TextureStage *stage) const {
|
|
// Look for a TextureAttrib on the node.
|
|
const RenderAttrib *attrib =
|
|
node->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
if (ta->has_on_stage(stage)) {
|
|
return ta->get_on_texture(stage);
|
|
}
|
|
}
|
|
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_R(gnode, node, NULL);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state = gnode->get_geom_state(i);
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
if (ta->has_on_stage(stage)) {
|
|
return ta->get_on_texture(stage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
|
|
Texture *result = r_find_texture(child, stage);
|
|
if (result != (Texture *)NULL) {
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_all_textures
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_find_all_textures(PandaNode *node, TextureStage *stage,
|
|
NodePath::Textures &textures) const {
|
|
// Look for a TextureAttrib on the node.
|
|
const RenderAttrib *attrib =
|
|
node->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
if (ta->has_on_stage(stage)) {
|
|
textures.insert(ta->get_on_texture(stage));
|
|
}
|
|
}
|
|
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state = gnode->get_geom_state(i);
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
if (ta->has_on_stage(stage)) {
|
|
textures.insert(ta->get_on_texture(stage));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
r_find_all_textures(child, stage, textures);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_texture_stage
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureStage * NodePath::
|
|
r_find_texture_stage(PandaNode *node, const RenderState *state,
|
|
const GlobPattern &glob) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_R(gnode, node, NULL);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state =
|
|
state->compose(gnode->get_geom_state(i));
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
for (int i = 0; i < ta->get_num_on_stages(); i++) {
|
|
TextureStage *texture_stage = ta->get_on_stage(i);
|
|
if (texture_stage != (TextureStage *)NULL) {
|
|
if (glob.matches(texture_stage->get_name())) {
|
|
return texture_stage;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
CPT(RenderState) next_state = state->compose(child->get_state());
|
|
|
|
TextureStage *result = r_find_texture_stage(child, next_state, glob);
|
|
if (result != (TextureStage *)NULL) {
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_all_texture_stages
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_find_all_texture_stages(PandaNode *node, const RenderState *state,
|
|
NodePath::TextureStages &texture_stages) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state =
|
|
state->compose(gnode->get_geom_state(i));
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
for (int i = 0; i < ta->get_num_on_stages(); i++) {
|
|
TextureStage *texture_stage = ta->get_on_stage(i);
|
|
if (texture_stage != (TextureStage *)NULL) {
|
|
texture_stages.insert(texture_stage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
CPT(RenderState) next_state = state->compose(child->get_state());
|
|
r_find_all_texture_stages(child, next_state, texture_stages);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_unify_texture_stages
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_unify_texture_stages(PandaNode *node, TextureStage *stage) {
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
node->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
CPT(RenderAttrib) new_attrib = ta->unify_texture_stages(stage);
|
|
if (new_attrib != ta) {
|
|
node->set_attrib(new_attrib);
|
|
}
|
|
}
|
|
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) state = gnode->get_geom_state(i);
|
|
|
|
// Look for a TextureAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
state->get_attrib(TextureAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const TextureAttrib *ta = DCAST(TextureAttrib, attrib);
|
|
CPT(RenderAttrib) new_attrib = ta->unify_texture_stages(stage);
|
|
if (new_attrib != ta) {
|
|
CPT(RenderState) new_state = state->add_attrib(new_attrib);
|
|
gnode->set_geom_state(i, new_state);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
r_unify_texture_stages(child, stage);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_material
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
Material *NodePath::
|
|
r_find_material(PandaNode *node, const RenderState *state,
|
|
const GlobPattern &glob) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_R(gnode, node, NULL);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state =
|
|
state->compose(gnode->get_geom_state(i));
|
|
|
|
// Look for a MaterialAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(MaterialAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const MaterialAttrib *ta = DCAST(MaterialAttrib, attrib);
|
|
if (!ta->is_off()) {
|
|
Material *material = ta->get_material();
|
|
if (material != (Material *)NULL) {
|
|
if (glob.matches(material->get_name())) {
|
|
return material;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
CPT(RenderState) next_state = state->compose(child->get_state());
|
|
|
|
Material *result = r_find_material(child, next_state, glob);
|
|
if (result != (Material *)NULL) {
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: NodePath::r_find_all_materials
|
|
// Access: Private
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void NodePath::
|
|
r_find_all_materials(PandaNode *node, const RenderState *state,
|
|
NodePath::Materials &materials) const {
|
|
if (node->is_geom_node()) {
|
|
GeomNode *gnode;
|
|
DCAST_INTO_V(gnode, node);
|
|
|
|
int num_geoms = gnode->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
CPT(RenderState) geom_state =
|
|
state->compose(gnode->get_geom_state(i));
|
|
|
|
// Look for a MaterialAttrib on the state.
|
|
const RenderAttrib *attrib =
|
|
geom_state->get_attrib(MaterialAttrib::get_class_slot());
|
|
if (attrib != (const RenderAttrib *)NULL) {
|
|
const MaterialAttrib *ta = DCAST(MaterialAttrib, attrib);
|
|
if (!ta->is_off()) {
|
|
Material *material = ta->get_material();
|
|
if (material != (Material *)NULL) {
|
|
materials.insert(material);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now consider children.
|
|
PandaNode::Children cr = node->get_children();
|
|
int num_children = cr.get_num_children();
|
|
for (int i = 0; i < num_children; i++) {
|
|
PandaNode *child = cr.get_child(i);
|
|
CPT(RenderState) next_state = state->compose(child->get_state());
|
|
r_find_all_materials(child, next_state, materials);
|
|
}
|
|
}
|
|
|
|
#ifdef HAVE_PYTHON
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: py_decode_NodePath_from_bam_stream
|
|
// Access: Published
|
|
// Description: This wrapper is defined as a global function to suit
|
|
// pickle's needs.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath
|
|
py_decode_NodePath_from_bam_stream(const string &data) {
|
|
return py_decode_NodePath_from_bam_stream_persist(NULL, data);
|
|
}
|
|
#endif // HAVE_PYTHON
|
|
|
|
|
|
#ifdef HAVE_PYTHON
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: py_decode_NodePath_from_bam_stream_persist
|
|
// Access: Published
|
|
// Description: This wrapper is defined as a global function to suit
|
|
// pickle's needs.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath
|
|
py_decode_NodePath_from_bam_stream_persist(PyObject *unpickler, const string &data) {
|
|
BamReader *reader = NULL;
|
|
if (unpickler != NULL) {
|
|
PyObject *py_reader = PyObject_GetAttrString(unpickler, "bamReader");
|
|
if (py_reader == NULL) {
|
|
// It's OK if there's no bamReader.
|
|
PyErr_Clear();
|
|
} else {
|
|
DTOOL_Call_ExtractThisPointerForType(py_reader, &Dtool_BamReader, (void **)&reader);
|
|
Py_DECREF(py_reader);
|
|
}
|
|
}
|
|
|
|
return NodePath::decode_from_bam_stream(data, reader);
|
|
}
|
|
#endif // HAVE_PYTHON
|
|
|