open_toontown_panda3d/panda/src/pgraph/camera.cxx

359 lines
13 KiB
C++

// Filename: camera.cxx
// Created by: drose (26Feb02)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#include "camera.h"
#include "lens.h"
#include "throw_event.h"
TypeHandle Camera::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: Camera::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
Camera::
Camera(const string &name) :
LensNode(name),
_active(true),
_camera_mask(DrawMask::all_on()),
_initial_state(RenderState::make_empty())
{
}
////////////////////////////////////////////////////////////////////
// Function: Camera::Copy Constructor
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
Camera::
Camera(const Camera &copy) :
LensNode(copy),
_active(copy._active),
_scene(copy._scene),
_camera_mask(copy._camera_mask),
_initial_state(copy._initial_state),
_tag_state_key(copy._tag_state_key),
_tag_states(copy._tag_states)
{
}
////////////////////////////////////////////////////////////////////
// Function: Camera::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
Camera::
~Camera() {
// We don't have to destroy the display region(s) associated with
// the camera; they're responsible for themselves. However, they
// should have removed themselves before we destruct, or something
// went wrong.
nassertv(_display_regions.empty());
}
////////////////////////////////////////////////////////////////////
// Function: Camera::make_copy
// Access: Public, Virtual
// Description: Returns a newly-allocated Node that is a shallow copy
// of this one. It will be a different Node pointer,
// but its internal data may or may not be shared with
// that of the original Node.
////////////////////////////////////////////////////////////////////
PandaNode *Camera::
make_copy() const {
return new Camera(*this);
}
////////////////////////////////////////////////////////////////////
// Function: Camera::safe_to_flatten
// Access: Public, Virtual
// Description: Returns true if it is generally safe to flatten out
// this particular kind of Node by duplicating
// instances, false otherwise (for instance, a Camera
// cannot be safely flattened, because the Camera
// pointer itself is meaningful).
////////////////////////////////////////////////////////////////////
bool Camera::
safe_to_flatten() const {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::safe_to_transform
// Access: Public, Virtual
// Description: Returns true if it is generally safe to transform
// this particular kind of Node by calling the xform()
// method, false otherwise. For instance, it's usually
// a bad idea to attempt to xform a Character.
////////////////////////////////////////////////////////////////////
bool Camera::
safe_to_transform() const {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_tag_state
// Access: Published
// Description: Associates a particular state transition with the
// indicated tag value. When a node is encountered
// during traversal with the tag key specified by
// set_tag_state_key(), if the value of that tag matches
// tag_state, then the indicated state is applied to
// this node--but only when it is rendered by this
// camera.
//
// This can be used to apply special effects to nodes
// when they are rendered by certain cameras. It is
// particularly useful for multipass rendering, in which
// specialty cameras might be needed to render the scene
// with a particular set of effects.
////////////////////////////////////////////////////////////////////
void Camera::
set_tag_state(const string &tag_state, const RenderState *state) {
_tag_states[tag_state] = state;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::clear_tag_state
// Access: Published
// Description: Removes the association established by a previous
// call to set_tag_state().
////////////////////////////////////////////////////////////////////
void Camera::
clear_tag_state(const string &tag_state) {
_tag_states.erase(tag_state);
}
////////////////////////////////////////////////////////////////////
// Function: Camera::has_tag_state
// Access: Published
// Description: Returns true if set_tag_state() has previously been
// called with the indicated tag state, false otherwise.
////////////////////////////////////////////////////////////////////
bool Camera::
has_tag_state(const string &tag_state) const {
TagStates::const_iterator tsi;
tsi = _tag_states.find(tag_state);
return (tsi != _tag_states.end());
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_tag_state
// Access: Published
// Description: Returns the state associated with the indicated tag
// state by a previous call to set_tag_state(), or the
// empty state if nothing has been associated.
////////////////////////////////////////////////////////////////////
CPT(RenderState) Camera::
get_tag_state(const string &tag_state) const {
TagStates::const_iterator tsi;
tsi = _tag_states.find(tag_state);
if (tsi != _tag_states.end()) {
return (*tsi).second;
}
return RenderState::make_empty();
}
////////////////////////////////////////////////////////////////////
// Function: Camera::set_aux_scene_data
// Access: Published
// Description: Associates the indicated AuxSceneData object with the
// given NodePath, possibly replacing a previous
// data defined for the same NodePath, if any.
////////////////////////////////////////////////////////////////////
void Camera::
set_aux_scene_data(const NodePath &node_path, AuxSceneData *data) {
if (data == (AuxSceneData *)NULL) {
clear_aux_scene_data(node_path);
} else {
_aux_data[node_path] = data;
}
}
////////////////////////////////////////////////////////////////////
// Function: Camera::clear_aux_scene_data
// Access: Published
// Description: Removes the AuxSceneData associated with the
// indicated NodePath. Returns true if it is removed
// successfully, false if it was already gone.
////////////////////////////////////////////////////////////////////
bool Camera::
clear_aux_scene_data(const NodePath &node_path) {
AuxData::iterator ai;
ai = _aux_data.find(node_path);
if (ai != _aux_data.end()) {
_aux_data.erase(ai);
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::get_aux_scene_data
// Access: Published
// Description: Returns the AuxSceneData associated with the
// indicated NodePath, or NULL if nothing is associated.
////////////////////////////////////////////////////////////////////
AuxSceneData *Camera::
get_aux_scene_data(const NodePath &node_path) const {
AuxData::const_iterator ai;
ai = _aux_data.find(node_path);
if (ai != _aux_data.end()) {
return (*ai).second;
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::list_aux_scene_data
// Access: Published
// Description: Outputs all of the NodePaths and AuxSceneDatas in
// use.
////////////////////////////////////////////////////////////////////
void Camera::
list_aux_scene_data(ostream &out) const {
out << _aux_data.size() << " data objects held:\n";
AuxData::const_iterator ai;
for (ai = _aux_data.begin(); ai != _aux_data.end(); ++ai) {
out << (*ai).first << " " << *(*ai).second << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: Camera::cleanup_aux_scene_data
// Access: Published
// Description: Walks through the list of currently-assigned
// AuxSceneData objects and releases any that are
// past their expiration times. Returns the number of
// elements released.
////////////////////////////////////////////////////////////////////
int Camera::
cleanup_aux_scene_data() {
int num_deleted = 0;
double now = ClockObject::get_global_clock()->get_frame_time();
AuxData::iterator ai;
ai = _aux_data.begin();
while (ai != _aux_data.end()) {
AuxData::iterator anext = ai;
++anext;
if (now > (*ai).second->get_expiration_time()) {
_aux_data.erase(ai);
num_deleted++;
}
ai = anext;
}
return num_deleted;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::add_display_region
// Access: Private
// Description: Adds the indicated DisplayRegion to the set of
// DisplayRegions shared by the camera. This is only
// intended to be called from the DisplayRegion.
////////////////////////////////////////////////////////////////////
void Camera::
add_display_region(DisplayRegion *display_region) {
_display_regions.push_back(display_region);
}
////////////////////////////////////////////////////////////////////
// Function: Camera::remove_display_region
// Access: Private
// Description: Removes the indicated DisplayRegion from the set of
// DisplayRegions shared by the camera. This is only
// intended to be called from the DisplayRegion.
////////////////////////////////////////////////////////////////////
void Camera::
remove_display_region(DisplayRegion *display_region) {
DisplayRegions::iterator dri =
find(_display_regions.begin(), _display_regions.end(), display_region);
if (dri != _display_regions.end()) {
_display_regions.erase(dri);
}
}
////////////////////////////////////////////////////////////////////
// Function: Camera::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// Camera.
////////////////////////////////////////////////////////////////////
void Camera::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: Camera::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void Camera::
write_datagram(BamWriter *manager, Datagram &dg) {
LensNode::write_datagram(manager, dg);
dg.add_bool(_active);
dg.add_uint32(_camera_mask.get_word());
}
////////////////////////////////////////////////////////////////////
// Function: Camera::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type Camera is encountered
// in the Bam file. It should create the Camera
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *Camera::
make_from_bam(const FactoryParams &params) {
Camera *node = new Camera("");
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
node->fillin(scan, manager);
return node;
}
////////////////////////////////////////////////////////////////////
// Function: Camera::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new Camera.
////////////////////////////////////////////////////////////////////
void Camera::
fillin(DatagramIterator &scan, BamReader *manager) {
LensNode::fillin(scan, manager);
_active = scan.get_bool();
_camera_mask.set_word(scan.get_uint32());
}