406 lines
14 KiB
C++
406 lines
14 KiB
C++
// Filename: characterMaker.cxx
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// Created by: drose (06Mar02)
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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 "characterMaker.h"
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#include "eggLoader.h"
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#include "config_egg2pg.h"
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#include "computedVertices.h"
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#include "eggGroup.h"
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#include "eggPrimitive.h"
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#include "partGroup.h"
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#include "characterJoint.h"
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#include "characterJointBundle.h"
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#include "characterSlider.h"
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#include "character.h"
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#include "transformState.h"
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#include "eggSurface.h"
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#include "eggCurve.h"
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#include "modelNode.h"
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::Construtor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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CharacterMaker::
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CharacterMaker(EggGroup *root, EggLoader &loader)
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: _loader(loader), _egg_root(root) {
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_character_node = new Character(_egg_root->get_name());
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_bundle = _character_node->get_bundle();
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_morph_root = (PartGroup *)NULL;
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_skeleton_root = new PartGroup(_bundle, "<skeleton>");
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_node
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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Character *CharacterMaker::
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make_node() {
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make_bundle();
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_character_node->_parts = _parts;
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return _character_node;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::egg_to_part
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// Access: Public
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// Description: Returns the PartGroup node associated with the given
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// egg node. If the egg node is not a node in the
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// character's hierarchy, returns the top of the
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// character's hierarchy.
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////////////////////////////////////////////////////////////////////
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PartGroup *CharacterMaker::
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egg_to_part(EggNode *egg_node) const {
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int index = egg_to_index(egg_node);
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if (index < 0) {
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// If there's a reference to the geometry outside of the
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// character, just return the root of the character.
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return _bundle;
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}
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nassertr(index < (int)_parts.size(), NULL);
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return _parts[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::egg_to_index
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// Access: Public
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// Description: Returns the index number associated with the
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// PartGroup node for the given egg node, or -1.
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////////////////////////////////////////////////////////////////////
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int CharacterMaker::
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egg_to_index(EggNode *egg_node) const {
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NodeMap::const_iterator nmi = _node_map.find(egg_node);
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if (nmi == _node_map.end()) {
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return -1;
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}
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return (*nmi).second;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::part_to_node
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// Access: Public
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// Description: Returns the scene graph node associated with the
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// given PartGroup node, if there is one. If the
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// PartGroup does not have an associated node, returns
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// the character's top node.
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////////////////////////////////////////////////////////////////////
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PandaNode *CharacterMaker::
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part_to_node(PartGroup *part) const {
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if (part->is_of_type(CharacterJoint::get_class_type())) {
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CharacterJoint *joint = DCAST(CharacterJoint, part);
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if (joint->_geom_node != (PandaNode *)NULL) {
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return joint->_geom_node;
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}
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}
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return _character_node;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::create_slider
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// Access: Public
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// Description: Creates a new morph slider of the given name, and
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// returns its index. This is actually called by
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// ComputedVerticesMaker, which is responsible for
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// identifying all the unique morph target names.
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////////////////////////////////////////////////////////////////////
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int CharacterMaker::
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create_slider(const string &name) {
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if (_morph_root == (PartGroup *)NULL) {
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_morph_root = new PartGroup(_bundle, "morph");
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}
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CharacterSlider *slider = new CharacterSlider(_morph_root, name);
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int index = _parts.size();
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_parts.push_back(slider);
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return index;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_bundle
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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CharacterJointBundle *CharacterMaker::
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make_bundle() {
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build_joint_hierarchy(_egg_root, _skeleton_root);
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_bundle->sort_descendants();
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parent_joint_nodes(_skeleton_root);
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make_geometry(_egg_root);
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_character_node->_computed_vertices =
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_comp_verts_maker.make_computed_vertices(_character_node, *this);
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return _bundle;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::build_hierarchy
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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build_joint_hierarchy(EggNode *egg_node, PartGroup *part) {
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int index = -1;
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if (egg_node->is_of_type(EggGroup::get_class_type())) {
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EggGroup *egg_group = DCAST(EggGroup, egg_node);
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// Each joint we come across is significant, and gets added to the
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// hierarchy. Non-joints we encounter are ignored.
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if (egg_group->get_group_type() == EggGroup::GT_joint) {
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// We need to get the transform of the joint, and then convert
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// it to single-precision.
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LMatrix4d matd;
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if (egg_group->has_transform()) {
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matd = egg_group->get_transform();
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} else {
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matd = LMatrix4d::ident_mat();
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}
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LMatrix4f matf = LCAST(float, matd);
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CharacterJoint *joint =
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new CharacterJoint(part, egg_group->get_name(), matf);
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index = _parts.size();
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_parts.push_back(joint);
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if (egg_group->get_dcs_type() != EggGroup::DC_none) {
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// If the joint requested an explicit DCS, create a node for
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// it.
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PT(ModelNode) geom_node = new ModelNode(egg_group->get_name());
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geom_node->set_preserve_transform(ModelNode::PT_local);
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joint->_geom_node = geom_node.p();
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}
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part = joint;
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}
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EggGroup::const_iterator ci;
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for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
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build_joint_hierarchy((*ci), part);
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}
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}
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_node_map[egg_node] = index;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::parent_joint_nodes
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// Access: Private
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// Description: Walks the joint hierarchy, and parents any explicit
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// nodes created for the joints under the character
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// node.
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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parent_joint_nodes(PartGroup *part) {
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if (part->is_of_type(CharacterJoint::get_class_type())) {
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CharacterJoint *joint = DCAST(CharacterJoint, part);
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PandaNode *joint_node = joint->_geom_node;
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if (joint_node != NULL) {
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_character_node->add_child(joint_node);
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joint->add_net_transform(joint_node);
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joint_node->set_transform(TransformState::make_mat(joint->_net_transform));
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}
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}
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for (int i = 0; i < part->get_num_children(); i++) {
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parent_joint_nodes(part->get_child(i));
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_geometry
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_geometry(EggNode *egg_node) {
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if (egg_node->is_of_type(EggPrimitive::get_class_type())) {
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EggPrimitive *egg_primitive = DCAST(EggPrimitive, egg_node);
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if (!egg_primitive->empty()) {
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EggGroupNode *prim_home = determine_primitive_home(egg_primitive);
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if (prim_home == (EggGroupNode *)NULL &&
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(egg_primitive->is_of_type(EggSurface::get_class_type()) ||
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egg_primitive->is_of_type(EggCurve::get_class_type()))) {
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// If the primitive would be dynamic but is a parametric
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// primitive, we can't animate it anyway, so just put the
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// whole thing under the primitive's parent node.
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prim_home = egg_primitive->get_parent();
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}
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if (prim_home == (EggGroupNode *)NULL) {
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// This is a totally dynamic primitive that lives under the
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// character's node.
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make_dynamic_primitive(egg_primitive, _egg_root);
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} else {
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// This is a static primitive that lives under a particular
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// node.
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make_static_primitive(egg_primitive, prim_home);
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}
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}
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}
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if (egg_node->is_of_type(EggGroupNode::get_class_type())) {
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EggGroupNode *egg_group = DCAST(EggGroupNode, egg_node);
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EggGroupNode::const_iterator ci;
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for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
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make_geometry(*ci);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_static_primitive
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_static_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) {
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PandaNode *node = part_to_node(egg_to_part(prim_home));
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// We need this funny transform to convert from the coordinate
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// space of the original vertices to that of the new joint node.
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LMatrix4d transform =
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egg_primitive->get_vertex_frame() *
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prim_home->get_node_frame_inv();
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_loader.make_nonindexed_primitive(egg_primitive, node, &transform,
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_comp_verts_maker);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_dynamic_primitive
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_dynamic_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) {
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PandaNode *node = part_to_node(egg_to_part(prim_home));
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LMatrix4d transform =
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egg_primitive->get_vertex_frame() *
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prim_home->get_node_frame_inv();
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_loader.make_indexed_primitive(egg_primitive, node, &transform,
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_comp_verts_maker);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::determine_primitive_home
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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EggGroupNode *CharacterMaker::
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determine_primitive_home(EggPrimitive *egg_primitive) {
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// A primitive's vertices may be referenced by any joint in the
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// character. Or, the primitive itself may be explicitly placed
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// under a joint.
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// If any of the vertices are referenced by multiple joints, or if
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// any two vertices are referenced by different joints, then the
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// entire primitive must be considered dynamic. (We'll indicate a
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// dynamic primitive by returning NULL.)
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// We need to keep track of the one joint we've encountered so far,
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// to see if all the vertices are referenced by the same joint.
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EggGroupNode *home = NULL;
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EggPrimitive::const_iterator vi;
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for (vi = egg_primitive->begin();
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vi != egg_primitive->end();
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++vi) {
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EggVertex *vertex = (*vi);
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if (vertex->gref_size() > 1) {
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// This vertex is referenced by multiple joints; the primitive
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// is dynamic.
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return NULL;
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}
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EggGroupNode *vertex_home;
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if (vertex->gref_size() == 0) {
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// This vertex is not referenced at all, which means it belongs
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// right where it is.
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vertex_home = egg_primitive->get_parent();
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} else {
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nassertr(vertex->gref_size() == 1, NULL);
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// This vertex is referenced exactly once.
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vertex_home = *vertex->gref_begin();
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}
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if (home != NULL && home != vertex_home) {
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// Oops, two vertices are referenced by different joints! The
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// primitive is dynamic.
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return NULL;
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}
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home = vertex_home;
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}
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// This shouldn't be possible, unless there are no vertices--but we
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// check for that before calling this function.
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nassertr(home != NULL, NULL);
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// So, all the vertices are assigned to the same group. This means
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// the polygon belongs entirely to one joint.
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// If the group is not, in fact, a joint then we return the first
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// joint above the group.
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EggGroup *egg_group = (EggGroup *)NULL;
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if (home->is_of_type(EggGroup::get_class_type())) {
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egg_group = DCAST(EggGroup, home);
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}
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while (egg_group != (EggGroup *)NULL &&
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egg_group->get_group_type() != EggGroup::GT_joint &&
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egg_group->get_dart_type() == EggGroup::DT_none) {
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nassertr(egg_group->get_parent() != (EggGroupNode *)NULL, NULL);
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home = egg_group->get_parent();
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egg_group = (EggGroup *)NULL;
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if (home->is_of_type(EggGroup::get_class_type())) {
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egg_group = DCAST(EggGroup, home);
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}
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}
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if (egg_group != (EggGroup *)NULL &&
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egg_group->get_group_type() == EggGroup::GT_joint &&
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egg_group->get_dcs_type() == EggGroup::DC_none) {
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// If the home is a joint without a <DCS> flag--this is the normal
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// case--we'll move the polygon under the character node and
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// animate it from there explicitly.
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return NULL;
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}
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// Otherwise, if the joint *does* have a <DCS> flag, we'll create
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// static geometry that we parent directly to the joint node.
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// We'll also create static geometry for polygons that have no
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// explicit joint assignment.
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return home;
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}
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