generalize CompassEffect

This commit is contained in:
David Rose 2002-07-17 19:07:44 +00:00
parent cbefb7dd2c
commit 00c4f5adab
8 changed files with 220 additions and 118 deletions

View File

@ -196,22 +196,6 @@ compare_to_impl(const RenderEffect *other) const {
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: BillboardEffect::make_default_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived BillboardEffect
// types to specify what the default property for a
// BillboardEffect of this type should be.
//
// This should return a newly-allocated BillboardEffect of
// the same type that corresponds to whatever the
// standard default for this kind of BillboardEffect is.
////////////////////////////////////////////////////////////////////
RenderEffect *BillboardEffect::
make_default_impl() const {
return new BillboardEffect;
}
////////////////////////////////////////////////////////////////////
// Function: BillboardEffect::register_with_read_factory
// Access: Public, Static

View File

@ -63,7 +63,6 @@ public:
protected:
virtual int compare_to_impl(const RenderEffect *other) const;
virtual RenderEffect *make_default_impl() const;
private:
bool _off;

View File

@ -25,4 +25,31 @@
////////////////////////////////////////////////////////////////////
INLINE CompassEffect::
CompassEffect() {
_properties = 0;
}
////////////////////////////////////////////////////////////////////
// Function: CompassEffect::get_reference
// Access: Published
// Description: Returns the reference node from which the
// CompassEffect inherits its transform. If this is
// empty, it means the root of the scene graph.
////////////////////////////////////////////////////////////////////
INLINE const NodePath &CompassEffect::
get_reference() const {
return _reference;
}
////////////////////////////////////////////////////////////////////
// Function: CompassEffect::get_properties
// Access: Published
// Description:
// Returns the bitmask of properties that this
// CompassEffect object inherits from its reference node
// (or from the root).
////////////////////////////////////////////////////////////////////
INLINE int CompassEffect::
get_properties() const {
return _properties;
}

View File

@ -29,12 +29,19 @@ TypeHandle CompassEffect::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CompassEffect::make
// Access: Published, Static
// Description: Constructs a new CompassEffect object.
// Description: Constructs a new CompassEffect object. If the
// reference is an empty NodePath, it means the
// CompassEffect is relative to the root of the scene
// graph; otherwise, it's relative to the indicated
// node. The properties bitmask specifies the set of
// properties that the compass node inherits from the
// reference instead of from its parent.
////////////////////////////////////////////////////////////////////
CPT(RenderEffect) CompassEffect::
make(const NodePath &reference) {
make(const NodePath &reference, int properties) {
CompassEffect *effect = new CompassEffect;
effect->_reference = reference;
effect->_properties = (properties & P_all);
return return_new(effect);
}
@ -57,13 +64,41 @@ safe_to_transform() const {
////////////////////////////////////////////////////////////////////
void CompassEffect::
output(ostream &out) const {
if (!_reference.is_empty()) {
RenderEffect::output(out);
out << get_type() << ":";
if (_properties == 0) {
out << " none";
}
if ((_properties & P_pos) == P_pos) {
out << " xyz";
} else {
out << get_type() << ":";
if (!_reference.is_empty()) {
out << " reference " << _reference;
if ((_properties & P_x) != 0) {
out << " x";
}
if ((_properties & P_y) != 0) {
out << " y";
}
if ((_properties & P_z) != 0) {
out << " z";
}
}
if ((_properties & P_rot) != 0) {
out << " rot";
}
if ((_properties & P_scale) == P_scale) {
out << " scale";
} else {
if ((_properties & P_sx) != 0) {
out << " sx";
}
if ((_properties & P_sy) != 0) {
out << " sy";
}
if ((_properties & P_sz) != 0) {
out << " sz";
}
}
if (!_reference.is_empty()) {
out << " reference " << _reference;
}
}
@ -77,35 +112,85 @@ output(ostream &out) const {
CPT(TransformState) CompassEffect::
do_compass(const TransformState *net_transform,
const TransformState *node_transform) const {
if (!net_transform->has_components() || !node_transform->has_quat()) {
// If we don't have a decomposable transform, we can't do anything here.
pgraph_cat.warning()
<< "CompassEffect unable to adjust non-decomposable transform\n";
if (_properties == 0) {
// Nothing to do.
return TransformState::make_identity();
}
// Compute just the rotation part of the transform we want.
CPT(TransformState) want_rot = TransformState::make_identity();
if (!_reference.is_empty()) {
CPT(TransformState) rel_transform = _reference.get_net_transform();
if (!rel_transform->has_quat()) {
pgraph_cat.warning()
<< "CompassEffect unable to reference non-decomposable transform\n";
} else {
want_rot = TransformState::make_quat(rel_transform->get_quat());
}
// Compute the reference transform: our transform, as applied to the
// reference node.
CPT(TransformState) ref_transform;
if (_reference.is_empty()) {
ref_transform = node_transform;
} else {
ref_transform = _reference.get_net_transform()->compose(node_transform);
}
want_rot =
want_rot->compose(TransformState::make_quat(node_transform->get_quat()));
// Now compute the transform we actually want to achieve. This is
// all of the components from the net transform we want to inherit
// normally from our parent, with all of the components from the ref
// transform we want to inherit from our reference.
CPT(TransformState) want_transform;
if (_properties == P_all) {
// If we want to steal the whole transform, that's easy.
want_transform = ref_transform;
// Now compute the net transform we want to achieve. This is the
// same as the net transform we were given, except the rotation
// component is replaced by our desired rotation.
CPT(TransformState) want_transform =
TransformState::make_pos_quat_scale(net_transform->get_pos(),
want_rot->get_quat(),
net_transform->get_scale());
} else {
// How much of the pos do we want to steal? We can always
// determine a transform's pos, even if it's nondecomposable.
LVecBase3f want_pos = net_transform->get_pos();
const LVecBase3f &ref_pos = ref_transform->get_pos();
if ((_properties & P_x) != 0) {
want_pos[0] = ref_pos[0];
}
if ((_properties & P_y) != 0) {
want_pos[1] = ref_pos[1];
}
if ((_properties & P_z) != 0) {
want_pos[2] = ref_pos[2];
}
if ((_properties & ~P_pos) == 0) {
// If we only want to steal the pos, that's pretty easy.
want_transform = net_transform->set_pos(want_pos);
} else if ((_properties & (P_rot | P_scale)) == (P_rot | P_scale)) {
// If we want to steal everything *but* the pos, also easy.
want_transform = ref_transform->set_pos(want_pos);
} else {
// For any other combination, we have to be able to decompose both
// transforms.
if (!net_transform->has_components() ||
!ref_transform->has_components()) {
// If we can't decompose, just do the best we can: steal
// everything but the pos.
want_transform = ref_transform->set_pos(want_pos);
} else {
// If we can decompose, then take only the components we want.
LQuaternionf want_quat = net_transform->get_quat();
if ((_properties & P_rot) != 0) {
want_quat = ref_transform->get_quat();
}
LVecBase3f want_scale = net_transform->get_scale();
const LVecBase3f &ref_scale = ref_transform->get_scale();
if ((_properties & P_sx) != 0) {
want_scale[0] = ref_scale[0];
}
if ((_properties & P_sy) != 0) {
want_scale[1] = ref_scale[1];
}
if ((_properties & P_sz) != 0) {
want_scale[2] = ref_scale[2];
}
want_transform =
TransformState::make_pos_quat_scale(want_pos, want_quat, want_scale);
}
}
}
// Now compute the transform that will convert net_transform to
// want_transform. This is inv(net_transform) * want_transform.
@ -132,6 +217,9 @@ compare_to_impl(const RenderEffect *other) const {
const CompassEffect *ta;
DCAST_INTO_R(ta, other, 0);
if (_properties != ta->_properties) {
return _properties - ta->_properties;
}
int compare = _reference.compare_to(ta->_reference);
if (compare != 0) {
return compare;
@ -139,22 +227,6 @@ compare_to_impl(const RenderEffect *other) const {
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: CompassEffect::make_default_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived CompassEffect
// types to specify what the default property for a
// CompassEffect of this type should be.
//
// This should return a newly-allocated CompassEffect of
// the same type that corresponds to whatever the
// standard default for this kind of CompassEffect is.
////////////////////////////////////////////////////////////////////
RenderEffect *CompassEffect::
make_default_impl() const {
return new CompassEffect;
}
////////////////////////////////////////////////////////////////////
// Function: CompassEffect::register_with_read_factory
// Access: Public, Static
@ -175,6 +247,9 @@ register_with_read_factory() {
void CompassEffect::
write_datagram(BamWriter *manager, Datagram &dg) {
RenderEffect::write_datagram(manager, dg);
dg.add_uint16(_properties);
// *** We don't write out the _reference NodePath right now. Maybe
// we should.
}
////////////////////////////////////////////////////////////////////
@ -207,4 +282,5 @@ make_from_bam(const FactoryParams &params) {
void CompassEffect::
fillin(DatagramIterator &scan, BamReader *manager) {
RenderEffect::fillin(scan, manager);
_properties = scan.get_uint16();
}

View File

@ -27,16 +27,57 @@
////////////////////////////////////////////////////////////////////
// Class : CompassEffect
// Description : Indicates that geometry at this node should
// automatically rotate to face the camera, or any other
// arbitrary node.
// Description : A CompassEffect causes a node to inherit its rotation
// (or pos or scale, if specified) from some other
// reference node in the graph, or more often from the
// root.
//
// In its purest form, a CompassEffect is used to keep
// the node's rotation fixed relative to the top of the
// scene graph, despite other transforms that may exist
// above the node. Hence the name: the node behaves
// like a magnetic compass, always pointing in the same
// direction.
//
// As an couple of generalizing extensions, the
// CompassEffect may also be set up to always orient its
// node according to some other reference node than the
// root of the scene graph. Furthermore, it may
// optionally adjust any of pos, rotation, or scale,
// instead of necessarily rotation; and it may adjust
// individual pos and scale components. (Rotation may
// not be adjusted on an individual component basis;
// that's just asking for trouble.)
//
// Be careful when using the pos and scale modes. In
// these modes, it's possible for the CompassEffect to
// move its node far from its normal bounding volume,
// causing culling to fail. If this is an issue, you
// may need to explicitly set a large (or infinite)
// bounding volume on the effect node.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA CompassEffect : public RenderEffect {
private:
INLINE CompassEffect();
PUBLISHED:
static CPT(RenderEffect) make(const NodePath &reference);
enum Properties {
P_x = 0x001,
P_y = 0x002,
P_z = 0x004,
P_pos = 0x007,
P_rot = 0x008,
P_sx = 0x010,
P_sy = 0x020,
P_sz = 0x040,
P_scale = 0x070,
P_all = 0x07f,
};
static CPT(RenderEffect) make(const NodePath &reference,
int properties = P_rot);
INLINE const NodePath &get_reference() const;
INLINE int get_properties() const;
public:
virtual bool safe_to_transform() const;
@ -48,10 +89,10 @@ public:
protected:
virtual int compare_to_impl(const RenderEffect *other) const;
virtual RenderEffect *make_default_impl() const;
private:
NodePath _reference;
int _properties;
public:
static void register_with_read_factory();

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@ -35,11 +35,33 @@
////////////////////////////////////////////////////////////////////
void CullTraverserData::
apply_transform_and_state(CullTraverser *trav) {
const TransformState *node_transform = node()->get_transform();
CPT(TransformState) node_transform = node()->get_transform();
// First, compute the _net_transform, because we need it for the
// compass and billboard effects.
_net_transform = _net_transform->compose(node_transform);
const RenderEffects *node_effects = node()->get_effects();
const CompassEffect *compass = node_effects->get_compass();
if (compass != (const CompassEffect *)NULL) {
CPT(TransformState) compass_transform =
compass->do_compass(_net_transform, node_transform);
_net_transform = _net_transform->compose(compass_transform);
node_transform = node_transform->compose(compass_transform);
}
const BillboardEffect *billboard = node_effects->get_billboard();
if (billboard != (const BillboardEffect *)NULL) {
CPT(TransformState) billboard_transform =
billboard->do_billboard(_net_transform, trav->get_camera_transform());
_net_transform = _net_transform->compose(billboard_transform);
node_transform = node_transform->compose(billboard_transform);
}
if (!node_transform->is_identity()) {
_render_transform = _render_transform->compose(node_transform);
_net_transform = _net_transform->compose(node_transform);
if ((_view_frustum != (GeometricBoundingVolume *)NULL) ||
(_guard_band != (GeometricBoundingVolume *)NULL)) {
// We need to move the viewing frustums into the node's
@ -72,36 +94,6 @@ apply_transform_and_state(CullTraverser *trav) {
const RenderState *node_state = node()->get_state();
_state = _state->compose(node_state);
const RenderEffects *node_effects = node()->get_effects();
const CompassEffect *compass = node_effects->get_compass();
if (compass != (const CompassEffect *)NULL) {
// Got to apply a compass transform here.
CPT(TransformState) compass_transform =
compass->do_compass(_net_transform, node_transform);
_render_transform = _render_transform->compose(compass_transform);
_net_transform = _net_transform->compose(compass_transform);
// We can't reliably cull within a compass, because the geometry
// might get rotated out of its bounding volume. So once we get
// within a compass, we consider it all visible.
_view_frustum = (GeometricBoundingVolume *)NULL;
}
const BillboardEffect *billboard = node_effects->get_billboard();
if (billboard != (const BillboardEffect *)NULL) {
// Got to apply a billboard transform here.
CPT(TransformState) billboard_transform =
billboard->do_billboard(_net_transform, trav->get_camera_transform());
_render_transform = _render_transform->compose(billboard_transform);
_net_transform = _net_transform->compose(billboard_transform);
// We can't reliably cull within a billboard, because the geometry
// might get rotated out of its bounding volume. So once we get
// within a billboard, we consider it all visible.
_view_frustum = (GeometricBoundingVolume *)NULL;
}
}

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@ -69,22 +69,6 @@ compare_to_impl(const RenderEffect *other) const {
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: DecalEffect::make_default_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived DecalEffect
// types to specify what the default property for a
// DecalEffect of this type should be.
//
// This should return a newly-allocated DecalEffect of
// the same type that corresponds to whatever the
// standard default for this kind of DecalEffect is.
////////////////////////////////////////////////////////////////////
RenderEffect *DecalEffect::
make_default_impl() const {
return new DecalEffect;
}
////////////////////////////////////////////////////////////////////
// Function: DecalEffect::register_with_read_factory
// Access: Public, Static

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@ -39,7 +39,6 @@ PUBLISHED:
protected:
virtual bool safe_to_combine() const;
virtual int compare_to_impl(const RenderEffect *other) const;
virtual RenderEffect *make_default_impl() const;
public:
static void register_with_read_factory();