63 lines
2.5 KiB
Plaintext
63 lines
2.5 KiB
Plaintext
// Filename: animControl.I
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// Created by: drose (19Feb99)
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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) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: AnimControl::get_anim
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// Access: Published
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// Description: Returns the AnimBundle bound in with this
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// AnimControl.
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////////////////////////////////////////////////////////////////////
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INLINE AnimBundle *AnimControl::
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get_anim() const {
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return _anim;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AnimControl::get_channel_index
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// Access: Published
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// Description: Returns the particular channel index associated with
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// this AnimControl. This channel index is the slot on
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// which each AnimGroup is bound to its associated
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// PartGroup, for each joint in the animation.
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//
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// It will be true that
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// get_part()->find_child("n")->get_bound(get_channel_index())
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// == get_anim()->find_child("n"), for each joint "n".
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////////////////////////////////////////////////////////////////////
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INLINE int AnimControl::
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get_channel_index() const {
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return _channel_index;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AnimControl::get_bound_joints
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// Access: Published
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// Description: Returns the subset of joints controlled by this
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// AnimControl. Most of the time, this will be
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// BitArray::all_on(), for a normal full-body animation.
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// For a subset animation, however, this will be just a
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// subset of those bits, corresponding to the set of
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// joints and sliders actually bound (as enumerated by
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// bind_hierarchy() in depth-first LIFO order).
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////////////////////////////////////////////////////////////////////
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INLINE const BitArray &AnimControl::
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get_bound_joints() const {
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return _bound_joints;
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}
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