open_toontown_panda3d/pandatool/src/eggcharbase/eggJointPointer.cxx

105 lines
3.9 KiB
C++

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