open_toontown_panda3d/panda/src/chan/partBundle.cxx

463 lines
16 KiB
C++

// Filename: partBundle.cxx
// Created by: drose (22Feb99)
//
////////////////////////////////////////////////////////////////////
//
// 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 "partBundle.h"
#include "animBundle.h"
#include "animControl.h"
#include "config_chan.h"
#include "bitArray.h"
#include "indent.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
TypeHandle PartBundle::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: PartBundle::Copy Constructor
// Access: Protected
// Description: Normally, you'd use make_copy() or copy_subgraph() to
// make a copy of this.
////////////////////////////////////////////////////////////////////
PartBundle::
PartBundle(const PartBundle &copy) :
PartGroup(copy),
_blend_type(copy._blend_type)
{
_last_control_set = NULL;
_net_blend = 0.0f;
_anim_changed = false;
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::Constructor
// Access: Public
// Description: Normally, a PartBundle constructor should not be
// called directly--it will get created when a
// PartBundleNode is created.
////////////////////////////////////////////////////////////////////
PartBundle::
PartBundle(const string &name) : PartGroup(name) {
_blend_type = BT_single;
_last_control_set = NULL;
_net_blend = 0.0f;
_anim_changed = false;
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::make_copy
// Access: Public, Virtual
// Description: Allocates and returns a new copy of the node.
// Children are not copied, but see copy_subgraph().
////////////////////////////////////////////////////////////////////
PartGroup *PartBundle::
make_copy() const {
return new PartBundle(*this);
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::set_blend_type
// Access: Published
// Description: Defines the way the character responds to multiple
// set_control_effect()). By default, the blend_type is
// BT_single, which disallows multiple animations. In
// BT_single mode, it is not necessary to explicitly set
// the control_effect when starting an animation;
// starting the animation will implicitly remove the
// control_effect from the previous animation and set it
// on the current one.
//
// However, if the blend_type is set to any other value,
// the control_effect must be explicitly set via
// set_control_effect() whenever an animation is to
// affect the character.
//
// See partBundle.h for a description of the meaning of
// each of the BlendType values.
////////////////////////////////////////////////////////////////////
void PartBundle::
set_blend_type(BlendType bt) {
if (_blend_type != bt) {
_blend_type = bt;
if (_blend_type == BT_single && control_size() > 1) {
// If we just changed to a single blend type, i.e. no blending,
// we should eliminate all the AnimControls other than the
// most-recently-added one.
nassertv(_last_control_set != NULL);
clear_and_stop_intersecting(_last_control_set);
}
_anim_changed = true;
}
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::clear_control_effects
// Access: Published
// Description: Sets the control effect of all AnimControls to zero
// (but does not "stop" the AnimControls). The
// character will no longer be affected by any
// animation, and will return to its original Jesus
// pose.
//
// The AnimControls which are no longer associated will
// not be using any CPU cycles, but they may still be in
// the "playing" state; if they are later reassociated
// with the PartBundle they will resume at their current
// frame as if they'd been running all along.
////////////////////////////////////////////////////////////////////
void PartBundle::
clear_control_effects() {
if (!_blend.empty()) {
_blend.clear();
_net_blend = 0.0f;
_anim_changed = true;
}
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::set_control_effect
// Access: Published
// Description: Sets the amount by which the character is affected by
// the indicated AnimControl (and its associated
// animation). Normally, this will only be zero or one.
// Zero indicates the animation does not affect the
// character, and one means it does.
//
// If the blend_type is not BT_single (see
// set_blend_type()), it is possible to have multiple
// AnimControls in effect simultaneously. In this case,
// the effect is a weight that indicates the relative
// importance of each AnimControl to the final
// animation.
////////////////////////////////////////////////////////////////////
void PartBundle::
set_control_effect(AnimControl *control, float effect) {
nassertv(control->get_part() == this);
if (effect == 0.0f) {
// An effect of zero means to eliminate the control.
ChannelBlend::iterator cbi = _blend.find(control);
if (cbi != _blend.end()) {
_blend.erase(cbi);
_anim_changed = true;
}
} else {
// Otherwise we define it.
// If we currently have BT_single, we only allow one AnimControl
// at a time. Stop all of the other AnimControls.
if (get_blend_type() == BT_single) {
clear_and_stop_intersecting(control);
}
if (get_control_effect(control) != effect) {
_blend[control] = effect;
_anim_changed = true;
}
_last_control_set = control;
}
recompute_net_blend();
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::get_control_effect
// Access: Published
// Description: Returns the amount by which the character is affected
// by the indicated AnimControl and its associated
// animation. See set_control_effect().
////////////////////////////////////////////////////////////////////
float PartBundle::
get_control_effect(AnimControl *control) {
nassertr(control->get_part() == this, 0.0f);
ChannelBlend::iterator cbi = _blend.find(control);
if (cbi == _blend.end()) {
// The control is not in effect.
return 0.0f;
} else {
return (*cbi).second;
}
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::output
// Access: Published, Virtual
// Description: Writes a one-line description of the bundle.
////////////////////////////////////////////////////////////////////
void PartBundle::
output(ostream &out) const {
out << get_type() << " " << get_name();
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::write
// Access: Published, Virtual
// Description: Writes a brief description of the bundle and all of
// its descendants.
////////////////////////////////////////////////////////////////////
void PartBundle::
write(ostream &out, int indent_level) const {
indent(out, indent_level)
<< get_type() << " " << get_name() << " {\n";
write_descendants(out, indent_level + 2);
indent(out, indent_level) << "}\n";
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::bind_anim
// Access: Published
// Description: Binds the animation to the bundle, if possible, and
// returns a new AnimControl that can be used to start
// and stop the animation. If the anim hierarchy does
// not match the part hierarchy, returns NULL.
//
// If hierarchy_match_flags is 0, only an exact match is
// accepted; otherwise, it may contain a union of
// PartGroup::HierarchyMatchFlags values indicating
// conditions that will be tolerated (but warnings will
// still be issued).
//
// If subset is specified, it restricts the binding only
// to the named subtree of joints.
//
// The AnimControl is not stored within the PartBundle;
// it is the user's responsibility to maintain the
// pointer. The animation will automatically unbind
// itself when the AnimControl destructs (i.e. its
// reference count goes to zero).
////////////////////////////////////////////////////////////////////
PT(AnimControl) PartBundle::
bind_anim(AnimBundle *anim, int hierarchy_match_flags,
const PartSubset &subset) {
if ((hierarchy_match_flags & HMF_ok_wrong_root_name) == 0) {
// Make sure the root names match.
if (get_name() != anim->get_name()) {
if (chan_cat.is_error()) {
chan_cat.error()
<< "Root name of part (" << get_name()
<< ") does not match that of anim (" << anim->get_name()
<< ")\n";
}
return NULL;
}
}
if (!check_hierarchy(anim, NULL, hierarchy_match_flags)) {
return NULL;
}
plist<int> holes;
int channel_index = 0;
pick_channel_index(holes, channel_index);
if (!holes.empty()) {
channel_index = holes.front();
}
int joint_index = 0;
BitArray bound_joints;
if (subset.is_include_empty()) {
bound_joints = BitArray::all_on();
}
bind_hierarchy(anim, channel_index, joint_index, subset.is_include_empty(),
bound_joints, subset);
return new AnimControl(this, anim, channel_index, bound_joints);
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::update
// Access: Public
// Description: Updates all the parts in the bundle to reflect the
// data for the current frame (as set in each of the
// AnimControls).
//
// Returns true if any part has changed as a result of
// this, or false otherwise.
////////////////////////////////////////////////////////////////////
bool PartBundle::
update() {
bool any_changed = do_update(this, NULL, false, _anim_changed);
// Now update all the controls for next time.
ChannelBlend::const_iterator cbi;
for (cbi = _blend.begin(); cbi != _blend.end(); ++cbi) {
AnimControl *control = (*cbi).first;
control->mark_channels();
}
_anim_changed = false;
return any_changed;
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::force_update
// Access: Public
// Description: Updates all the parts in the bundle to reflect the
// data for the current frame, whether we believe it
// needs it or not.
////////////////////////////////////////////////////////////////////
bool PartBundle::
force_update() {
bool any_changed = do_update(this, NULL, true, true);
// Now update all the controls for next time.
ChannelBlend::const_iterator cbi;
for (cbi = _blend.begin(); cbi != _blend.end(); ++cbi) {
AnimControl *control = (*cbi).first;
control->mark_channels();
}
_anim_changed = false;
return any_changed;
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::control_activated
// Access: Public, Virtual
// Description: Called by the AnimControl whenever it starts an
// animation. This is just a hook so the bundle can do
// something, if necessary, before the animation starts.
////////////////////////////////////////////////////////////////////
void PartBundle::
control_activated(AnimControl *control) {
nassertv(control->get_part() == this);
// If (and only if) our blend type is BT_single, which means no
// blending, then starting an animation implicitly enables it.
if (get_blend_type() == BT_single) {
set_control_effect(control, 1.0f);
}
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::recompute_net_blend
// Access: Protected
// Description: Recomputes the total blending amount after a control
// effect has been adjusted. This value must be kept
// up-to-date so we can normalize the blending amounts.
////////////////////////////////////////////////////////////////////
void PartBundle::
recompute_net_blend() {
_net_blend = 0.0f;
ChannelBlend::const_iterator bti;
for (bti = _blend.begin(); bti != _blend.end(); ++bti) {
_net_blend += (*bti).second;
}
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::finalize
// Access: Public, Virtual
// Description: Called by the BamReader to perform any final actions
// needed for setting up the object after all objects
// have been read and all pointers have been completed.
////////////////////////////////////////////////////////////////////
void PartBundle::
finalize(BamReader *) {
do_update(this, NULL, true, true);
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::make_PartBundle
// Access: Protected
// Description: Factory method to generate a PartBundle object
////////////////////////////////////////////////////////////////////
TypedWritable* PartBundle::
make_PartBundle(const FactoryParams &params)
{
PartBundle *me = new PartBundle;
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
me->fillin(scan, manager);
manager->register_finalize(me);
return me;
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::register_with_factory
// Access: Public, Static
// Description: Factory method to generate a PartBundle object
////////////////////////////////////////////////////////////////////
void PartBundle::
register_with_read_factory()
{
BamReader::get_factory()->register_factory(get_class_type(), make_PartBundle);
}
////////////////////////////////////////////////////////////////////
// Function: PartBundle::clear_and_stop_intersecting
// Access: Protected
// Description: Removes and stops all the currently activated
// AnimControls that animate some joints also animated
// by the indicated AnimControl. This is a special
// internal function that's only called when _blend_type
// is BT_single, to automatically stop all the other
// currently-executing animations.
////////////////////////////////////////////////////////////////////
void PartBundle::
clear_and_stop_intersecting(AnimControl *control) {
double new_net_blend = 0.0f;
ChannelBlend new_blend;
bool any_changed = false;
ChannelBlend::iterator cbi;
for (cbi = _blend.begin(); cbi != _blend.end(); ++cbi) {
AnimControl *ac = (*cbi).first;
if (ac == control ||
!ac->get_bound_joints().has_bits_in_common(control->get_bound_joints())) {
// Save this control--it's either the target control, or it has
// no joints in common with the target control.
new_blend.insert(new_blend.end(), (*cbi));
new_net_blend += (*cbi).second;
} else {
// Remove and stop this control.
ac->stop();
any_changed = true;
}
}
if (any_changed) {
_net_blend = new_net_blend;
_blend.swap(new_blend);
_anim_changed = true;
}
}