open_toontown_panda3d/panda/src/chan/bindAnimRequest.cxx

82 lines
2.4 KiB
C++

// Filename: bindAnimRequest.cxx
// Created by: drose (05Aug08)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "bindAnimRequest.h"
#include "animBundleNode.h"
#include "animControl.h"
#include "partBundle.h"
TypeHandle BindAnimRequest::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: BindAnimRequest::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
BindAnimRequest::
BindAnimRequest(const string &name,
const Filename &filename, const LoaderOptions &options,
Loader *loader,
AnimControl *control, int hierarchy_match_flags,
const PartSubset &subset) :
ModelLoadRequest(name, filename, options, loader),
_control(control),
_hierarchy_match_flags(hierarchy_match_flags),
_subset(subset)
{
}
////////////////////////////////////////////////////////////////////
// Function: BindAnimRequest::do_task
// Access: Protected, Virtual
// Description: Performs the task: that is, loads and binds the
// animation.
////////////////////////////////////////////////////////////////////
AsyncTask::DoneStatus BindAnimRequest::
do_task() {
ModelLoadRequest::do_task();
PartBundle *part = _control->get_part();
if (_control->get_ref_count() == 1) {
// We're holding the only remaining reference to this AnimControl.
// Therefore, forget the bind attempt; no one cares anyway.
_control->fail_anim(part);
return DS_done;
}
PT(PandaNode) model = get_model();
if (model == (PandaNode *)NULL) {
// Couldn't load the file.
_control->fail_anim(part);
return DS_done;
}
_control->set_anim_model(model);
AnimBundle *anim = AnimBundleNode::find_anim_bundle(model);
if (anim == (AnimBundle *)NULL) {
// No anim bundle.
_control->fail_anim(part);
return DS_done;
}
if (!part->do_bind_anim(_control, anim, _hierarchy_match_flags, _subset)) {
// Couldn't bind.
_control->fail_anim(part);
return DS_done;
}
return DS_done;
}