open_toontown_panda3d/pandatool/src/eggcharbase/eggCharacterData.h

132 lines
4.2 KiB
C++

// Filename: eggCharacterData.h
// Created by: drose (23Feb01)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#ifndef EGGCHARACTERDATA_H
#define EGGCHARACTERDATA_H
#include "pandatoolbase.h"
#include "eggJointData.h"
#include "eggNode.h"
#include "eggData.h"
#include "pointerTo.h"
#include "namable.h"
#include "nameUniquifier.h"
#include "pmap.h"
class EggCharacterCollection;
class EggSliderData;
class EggCharacterDb;
////////////////////////////////////////////////////////////////////
// Class : EggCharacterData
// Description : Represents a single character, as read and collected
// from several models and animation files. This
// contains a hierarchy of EggJointData nodes
// representing the skeleton, as well as a list of
// EggSliderData nodes representing the morph channels
// for the character.
//
// This is very similar to the Character class from
// Panda, in that it's capable of associating
// skeleton-morph animation channels with models and
// calculating the vertex position for each frame. To
// some degree, it duplicates the functionality of
// Character. However, it differs in one fundamental
// principle: it is designed to be a non-real-time
// operation, working directly on the Egg structures as
// they are, instead of first boiling the Egg data into
// native Panda Geom tables for real-time animation.
// Because of this, it is (a) double-precision instead
// of single precision, (b) capable of generating
// modified Egg files, and (c) about a hundred times
// slower than the Panda Character class.
//
// The data in this structure is normally filled in by
// the EggCharacterCollection class.
////////////////////////////////////////////////////////////////////
class EggCharacterData : public Namable {
public:
EggCharacterData(EggCharacterCollection *collection);
virtual ~EggCharacterData();
void rename_char(const string &name);
void add_model(int model_index, EggNode *model_root, EggData *egg_data);
INLINE int get_num_models() const;
INLINE int get_model_index(int n) const;
INLINE EggNode *get_model_root(int n) const;
INLINE EggData *get_egg_data(int n) const;
int get_num_frames(int model_index) const;
bool check_num_frames(int model_index);
double get_frame_rate(int model_index) const;
INLINE EggJointData *get_root_joint() const;
INLINE EggJointData *find_joint(const string &name) const;
INLINE EggJointData *make_new_joint(const string &name, EggJointData *parent);
INLINE int get_num_joints() const;
INLINE EggJointData *get_joint(int n) const;
bool do_reparent();
void choose_optimal_hierarchy();
INLINE int get_num_sliders() const;
INLINE EggSliderData *get_slider(int n) const;
EggSliderData *find_slider(const string &name) const;
EggSliderData *make_slider(const string &name);
INLINE int get_num_components() const;
INLINE EggComponentData *get_component(int n) const;
size_t estimate_db_size() const;
virtual void write(ostream &out, int indent_level = 0) const;
private:
class Model {
public:
int _model_index;
PT(EggNode) _model_root;
PT(EggData) _egg_data;
};
typedef pvector<Model> Models;
Models _models;
EggCharacterCollection *_collection;
EggJointData *_root_joint;
typedef pmap<string, EggSliderData *> SlidersByName;
SlidersByName _sliders_by_name;
typedef pvector<EggSliderData *> Sliders;
Sliders _sliders;
typedef pvector<EggJointData *> Joints;
Joints _joints;
typedef pvector<EggComponentData *> Components;
Components _components;
NameUniquifier _component_names;
friend class EggCharacterCollection;
};
#include "eggCharacterData.I"
#endif