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