open_toontown_panda3d/panda/src/chan/partBundle.h

178 lines
5.6 KiB
C++

// Filename: partBundle.h
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef PARTBUNDLE_H
#define PARTBUNDLE_H
#include "pandabase.h"
#include "partGroup.h"
#include "animControl.h"
#include "animControlCollection.h"
#include "pointerTo.h"
#include "iterator_types.h"
class AnimBundle;
class PartBundleNode;
class PartBundleNode;
////////////////////////////////////////////////////////////////////
// Class : PartBundle
// Description : This is the root of a MovingPart hierarchy. It
// defines the hierarchy of moving parts that make up an
// animatable object.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA PartBundle : public PartGroup, public AnimControlCollection {
public:
// This is passed down through the MovingParts during the
// do_update() call to specify the channels that are in effect.
typedef pmap<AnimControl *, float> ChannelBlend;
typedef first_of_pair_iterator<ChannelBlend::const_iterator> control_iterator;
typedef ChannelBlend::size_type control_size_type;
protected:
// The copy constructor is protected; use make_copy() or copy_subgraph().
PartBundle(const PartBundle &copy);
public:
PartBundle(const string &name = "");
virtual PartGroup *make_copy() const;
PUBLISHED:
// This is the parameter to set_blend_type() and specifies the kind
// of blending operation to be performed when multiple controls are
// in effect simultaneously (see set_control_effect()).
enum BlendType {
// BT_single means no blending is performed. Only one AnimControl
// is allowed to be set at a time in set_control_effect(). In
// this mode, and this mode only, activating a particular
// AnimControl (via play(), loop(), or pose()) will implicitly set
// the bundle's control_effect to 100% of that particular
// AnimControl, removing any AnimControls previously set. In
// other modes, the control_effect must be set manually.
BT_single,
// BT_linear does a componentwise average of all blended matrices,
// which is a linear blend. The result of this is that if a
// particular vertex would have been at point P in one animation
// and point Q in another one, it will end up on the line in
// between them in the resulting blend animation. However, this
// tends to stretch and squash limbs in strange and disturbing
// ways.
BT_linear,
// BT_normalized_linear is a compromise on BT_linear. The matrix
// is blended linearly without the scale component, and the
// blended scale component is applied separately. This keeps all
// of the character's body parts in the correct size and shape.
// However, if the hierarchy is disconnected, body parts can fly
// off. It's essential the skeleton hierarchy be completely
// connected to use this blend mode successully.
BT_normalized_linear,
};
void set_blend_type(BlendType bt);
INLINE BlendType get_blend_type() const;
INLINE PartBundleNode *get_node() const;
void clear_control_effects();
void set_control_effect(AnimControl *control, float effect);
float get_control_effect(AnimControl *control);
virtual void output(ostream &out) const;
virtual void write(ostream &out, int indent_level) const;
PT(AnimControl) bind_anim(AnimBundle *anim,
int hierarchy_match_flags = 0);
bool bind_anim(AnimBundle *anim, const string &name,
int hierarchy_match_flags = 0);
public:
// The following functions may be used to traverse the set of
// controls applied to the PartBundle. Beware! These are not safe
// to use outside of PANDA.DLL.
INLINE control_iterator control_begin() const;
INLINE control_iterator control_end() const;
INLINE control_size_type control_size() const;
INLINE const ChannelBlend &get_blend_map() const;
// The following functions aren't really part of the public
// interface; they're just public so we don't have to declare a
// bunch of friends.
void advance_time(double time);
bool update();
bool force_update();
virtual void control_activated(AnimControl *control);
protected:
void recompute_net_blend();
void clear_and_stop_except(AnimControl *control);
BlendType _blend_type;
PartBundleNode *_node;
AnimControl *_last_control_set;
ChannelBlend _blend;
float _net_blend;
bool _anim_changed;
public:
static void register_with_read_factory(void);
virtual void finalize();
static TypedWritable *make_PartBundle(const FactoryParams &params);
public:
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
PartGroup::init_type();
register_type(_type_handle, "PartBundle",
PartGroup::get_class_type());
}
private:
static TypeHandle _type_handle;
friend class PartBundleNode;
};
inline ostream &operator <<(ostream &out, const PartBundle &bundle) {
bundle.output(out);
return out;
}
#include "partBundle.I"
#endif