105 lines
3.9 KiB
C++
105 lines
3.9 KiB
C++
// Filename: eggJointPointer.cxx
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// Created by: drose (26Feb01)
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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) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "eggJointPointer.h"
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TypeHandle EggJointPointer::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::add_frame
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// Access: Public, Virtual
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// Description: Appends a new frame onto the end of the data, if
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// possible; returns true if not possible, or false
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// otherwise (e.g. for a static joint).
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////////////////////////////////////////////////////////////////////
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bool EggJointPointer::
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add_frame(const LMatrix4d &) {
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::move_vertices_to
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// Access: Public, Virtual
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// Description: Moves the vertices assigned to this joint into the
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// other joint (which should be of the same type).
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////////////////////////////////////////////////////////////////////
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void EggJointPointer::
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move_vertices_to(EggJointPointer *) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::do_rebuild
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// Access: Public, Virtual
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// Description: Rebuilds the entire table all at once, based on the
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// frames added by repeated calls to add_rebuild_frame()
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// since the last call to begin_rebuild().
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//
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// Until do_rebuild() is called, the animation table is
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// not changed.
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//
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// The return value is true if all frames are
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// acceptable, or false if there is some problem.
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////////////////////////////////////////////////////////////////////
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bool EggJointPointer::
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do_rebuild(EggCharacterDb &db) {
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::optimize
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// Access: Public, Virtual
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// Description: Resets the table before writing to disk so that
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// redundant rows (e.g. i { 1 1 1 1 1 1 1 1 }) are
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// collapsed out.
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////////////////////////////////////////////////////////////////////
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void EggJointPointer::
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optimize() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::expose
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// Access: Public, Virtual
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// Description: Flags the joint with the indicated DCS flag so that
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// it will be loaded as a separate node in the player.
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////////////////////////////////////////////////////////////////////
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void EggJointPointer::
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expose(EggGroup::DCSType) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::zero_channels
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// Access: Public, Virtual
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// Description: Zeroes out the named components of the transform in
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// the animation frames.
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////////////////////////////////////////////////////////////////////
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void EggJointPointer::
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zero_channels(const string &) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: EggJointPointer::quantize_channels
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// Access: Public, Virtual
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// Description: Rounds the named components of the transform to the
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// nearest multiple of quantum.
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////////////////////////////////////////////////////////////////////
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void EggJointPointer::
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quantize_channels(const string &, double) {
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}
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