210 lines
5.5 KiB
C++
210 lines
5.5 KiB
C++
/**
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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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* @file eggJointNodePointer.cxx
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* @author drose
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* @date 2001-02-26
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*/
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#include "eggJointNodePointer.h"
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#include "dcast.h"
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#include "eggCharacterDb.h"
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#include "eggGroup.h"
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#include "eggObject.h"
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#include "pointerTo.h"
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TypeHandle EggJointNodePointer::_type_handle;
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/**
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*
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*/
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EggJointNodePointer::
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EggJointNodePointer(EggObject *object) {
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_joint = DCAST(EggGroup, object);
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if (_joint != nullptr && _joint->is_joint()) {
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// Quietly insist that the joint has a transform, for neatness. If it
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// does not, give it the identity transform.
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if (!_joint->has_transform()) {
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_joint->set_transform3d(LMatrix4d::ident_mat());
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}
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}
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}
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/**
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* Returns the number of frames of animation for this particular joint.
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*
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* In the case of a EggJointNodePointer, which just stores a pointer to a
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* <Joint> entry for a character model (not an animation table), there is
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* always exactly one frame: the rest pose.
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*/
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int EggJointNodePointer::
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get_num_frames() const {
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return 1;
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}
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/**
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* Returns the transform matrix corresponding to this joint position in the
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* nth frame.
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*
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* In the case of a EggJointNodePointer, which just stores a pointer to a
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* <Joint> entry for a character model (not an animation table), there is
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* always exactly one frame: the rest pose.
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*/
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LMatrix4d EggJointNodePointer::
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get_frame(int n) const {
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nassertr(n == 0, LMatrix4d::ident_mat());
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return _joint->get_transform3d();
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}
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/**
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* Sets the transform matrix corresponding to this joint position in the nth
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* frame.
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*
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* In the case of a EggJointNodePointer, which just stores a pointer to a
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* <Joint> entry for a character model (not an animation table), there is
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* always exactly one frame: the rest pose.
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*/
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void EggJointNodePointer::
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set_frame(int n, const LMatrix4d &mat) {
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nassertv(n == 0);
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_joint->set_transform3d(mat);
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}
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/**
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* Performs the actual reparenting operation by removing the node from its old
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* parent and associating it with its new parent, if any.
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*/
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void EggJointNodePointer::
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do_finish_reparent(EggJointPointer *new_parent) {
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if (new_parent == nullptr) {
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// No new parent; unparent the joint.
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EggGroupNode *egg_parent = _joint->get_parent();
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if (egg_parent != nullptr) {
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egg_parent->remove_child(_joint.p());
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egg_parent->steal_children(*_joint);
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}
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} else {
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// Reparent the joint to its new parent (implicitly unparenting it from
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// its previous parent).
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EggJointNodePointer *new_node = DCAST(EggJointNodePointer, new_parent);
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if (new_node->_joint != _joint->get_parent()) {
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new_node->_joint->add_child(_joint.p());
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}
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}
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}
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/**
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* Moves the vertices assigned to this joint into the other joint (which
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* should be of the same type).
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*/
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void EggJointNodePointer::
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move_vertices_to(EggJointPointer *new_joint) {
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if (new_joint == nullptr) {
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_joint->unref_all_vertices();
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} else {
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EggJointNodePointer *new_node;
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DCAST_INTO_V(new_node, new_joint);
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new_node->_joint->steal_vrefs(_joint);
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}
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}
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/**
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* Rebuilds the entire table all at once, based on the frames added by
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* repeated calls to add_rebuild_frame() since the last call to
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* begin_rebuild().
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*
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* Until do_rebuild() is called, the animation table is not changed.
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*
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* The return value is true if all frames are acceptable, or false if there is
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* some problem.
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*/
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bool EggJointNodePointer::
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do_rebuild(EggCharacterDb &db) {
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LMatrix4d mat;
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if (!db.get_matrix(this, EggCharacterDb::TT_rebuild_frame, 0, mat)) {
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// No rebuild frame; this is OK.
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return true;
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}
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_joint->set_transform3d(mat);
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// We shouldn't have a frame 1.
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nassertr(!db.get_matrix(this, EggCharacterDb::TT_rebuild_frame, 1, mat), false);
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return true;
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}
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/**
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* Flags the joint with the indicated DCS flag so that it will be loaded as a
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* separate node in the player.
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*/
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void EggJointNodePointer::
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expose(EggGroup::DCSType dcs_type) {
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if (_joint != nullptr) {
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_joint->set_dcs_type(dcs_type);
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}
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}
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/**
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* Applies the pose from the indicated frame of the indicated source joint as
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* the initial pose for this joint.
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*/
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void EggJointNodePointer::
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apply_default_pose(EggJointPointer *source_joint, int frame) {
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if (_joint != nullptr) {
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LMatrix4d pose;
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if (frame >= 0 && frame < source_joint->get_num_frames()) {
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pose = source_joint->get_frame(frame);
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} else {
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pose = get_frame(0);
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}
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_joint->clear_default_pose();
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_joint->modify_default_pose().add_matrix4(pose);
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}
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}
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/**
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* Returns true if there are any vertices referenced by the node this points
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* to, false otherwise. For certain kinds of back pointers (e.g. table
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* animation entries), this is always false.
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*/
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bool EggJointNodePointer::
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has_vertices() const {
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if (_joint != nullptr) {
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return (_joint->vref_size() != 0) || _joint->joint_has_primitives();
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}
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return false;
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}
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/**
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* Creates a new child of the current joint in the egg data, and returns a
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* pointer to it.
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*/
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EggJointPointer *EggJointNodePointer::
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make_new_joint(const std::string &name) {
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EggGroup *new_joint = new EggGroup(name);
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new_joint->set_group_type(EggGroup::GT_joint);
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_joint->add_child(new_joint);
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return new EggJointNodePointer(new_joint);
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}
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/**
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* Applies the indicated name change to the egg file.
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*/
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void EggJointNodePointer::
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set_name(const std::string &name) {
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_joint->set_name(name);
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}
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