132 lines
4.0 KiB
C++
132 lines
4.0 KiB
C++
// Filename: animControl.h
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// Created by: drose (19Feb99)
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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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#ifndef ANIMCONTROL_H
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#define ANIMCONTROL_H
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#include "pandabase.h"
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#include "animInterface.h"
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#include "animBundle.h"
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#include "partGroup.h"
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#include "bitArray.h"
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#include "pandaNode.h"
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#include "typedReferenceCount.h"
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#include "namable.h"
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#include "pmutex.h"
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#include "conditionVarFull.h"
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class PartBundle;
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class AnimChannelBase;
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////////////////////////////////////////////////////////////////////
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// Class : AnimControl
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// Description : Controls the timing of a character animation. An
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// AnimControl object is created for each
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// character/bundle binding and manages the state of the
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// animation: whether started, stopped, or looping, and
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// the current frame number and play rate.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_CHAN AnimControl : public TypedReferenceCount, public AnimInterface, public Namable {
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public:
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AnimControl(const string &name, PartBundle *part,
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double frame_rate, int num_frames);
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void setup_anim(PartBundle *part, AnimBundle *anim, int channel_index,
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const BitArray &bound_joints);
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void set_bound_joints(const BitArray &bound_joints);
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void fail_anim(PartBundle *part);
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PUBLISHED:
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virtual ~AnimControl();
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INLINE bool is_pending() const;
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void wait_pending();
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INLINE bool has_anim() const;
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void set_pending_done_event(const string &done_event);
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string get_pending_done_event() const;
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PartBundle *get_part() const;
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INLINE AnimBundle *get_anim() const;
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INLINE int get_channel_index() const;
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INLINE const BitArray &get_bound_joints() const;
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INLINE void set_anim_model(PandaNode *model);
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INLINE PandaNode *get_anim_model() const;
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virtual void output(ostream &out) const;
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public:
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// The following functions aren't really part of the public
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// interface; they're just public so we don't have to declare a
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// bunch of friends.
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bool channel_has_changed(AnimChannelBase *channel, bool frame_blend_flag) const;
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void mark_channels(bool frame_blend_flag);
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protected:
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virtual void animation_activated();
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private:
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bool _pending;
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string _pending_done_event;
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Mutex _pending_lock; // protects the above two.
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ConditionVarFull _pending_cvar; // signals when _pending goes true.
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// This is a PT(PartGroup) instead of a PT(PartBundle), just because
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// we can't include partBundle.h for circular reasons. But it
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// actually keeps a pointer to a PartBundle.
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PT(PartGroup) _part;
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PT(AnimBundle) _anim;
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int _channel_index;
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// This is the frame number as of the last call to mark_channels().
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// In frame_blend mode, we also record the fractional part of the
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// frame number.
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int _marked_frame;
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double _marked_frac;
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// This is the bitmask of joints and/or sliders from the animation
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// that we have actually bound into this AnimControl. See
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// get_bound_joints().
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BitArray _bound_joints;
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PT(PandaNode) _anim_model;
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public:
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedReferenceCount::init_type();
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AnimInterface::init_type();
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register_type(_type_handle, "AnimControl",
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TypedReferenceCount::get_class_type(),
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AnimInterface::get_class_type());
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}
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private:
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static TypeHandle _type_handle;
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};
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INLINE ostream &operator << (ostream &out, const AnimControl &control);
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#include "animControl.I"
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#endif
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