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gobj: add Geom::get_animated_vertex_data() short-hand
This is a method for getting the animated vertex data that will keep working even if GeomVertexData::animate_vertices() gets deprecated due to #421 being fixed.
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@ -1254,7 +1254,7 @@ compare_collider_to_geom(CollisionEntry &entry, const Geom *geom,
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if (geom->get_primitive_type() == Geom::PT_polygons) {
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Thread *current_thread = Thread::get_current_thread();
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CPT(GeomVertexData) data = geom->get_vertex_data()->animate_vertices(true, current_thread);
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CPT(GeomVertexData) data = geom->get_animated_vertex_data(true, current_thread);
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GeomVertexReader vertex(data, InternalName::get_vertex());
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int num_primitives = geom->get_num_primitives();
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@ -484,8 +484,7 @@ recompute_geom(Geom *geom, const LMatrix4 &rel_mat) {
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const LMatrix4 &to_uv = _invert_uvs ? lens_to_uv_inverted : lens_to_uv;
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// Iterate through all the vertices in the Geom.
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CPT(GeomVertexData) vdata = geom->get_vertex_data(current_thread);
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vdata = vdata->animate_vertices(true, current_thread);
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CPT(GeomVertexData) vdata = geom->get_animated_vertex_data(true, current_thread);
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CPT(GeomVertexFormat) vformat = vdata->get_format();
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if (!vformat->has_column(_texcoord_name) || (_texcoord_3d && vformat->get_column(_texcoord_name)->get_num_components() < 3)) {
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@ -507,7 +506,7 @@ recompute_geom(Geom *geom, const LMatrix4 &rel_mat) {
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PT(GeomVertexData) modify_vdata = geom->modify_vertex_data();
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// Maybe the vdata has animation that we should consider.
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CPT(GeomVertexData) animated_vdata = geom->get_vertex_data(current_thread)->animate_vertices(true, current_thread);
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CPT(GeomVertexData) animated_vdata = geom->get_animated_vertex_data(true, current_thread);
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GeomVertexWriter texcoord(modify_vdata, _texcoord_name, current_thread);
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GeomVertexWriter color(modify_vdata, current_thread);
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@ -674,9 +673,8 @@ make_mesh_geom(const Geom *geom, Lens *lens, LMatrix4 &rel_mat) {
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Thread *current_thread = Thread::get_current_thread();
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PT(Geom) new_geom = geom->make_copy();
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new_geom->set_vertex_data(new_geom->get_animated_vertex_data(false, current_thread));
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PT(GeomVertexData) vdata = new_geom->modify_vertex_data();
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new_geom->set_vertex_data(vdata->animate_vertices(false, current_thread));
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vdata = new_geom->modify_vertex_data();
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GeomVertexRewriter vertex(vdata, InternalName::get_vertex());
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while (!vertex.is_at_end()) {
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LVertex vert = vertex.get_data3();
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@ -286,6 +286,28 @@ make_nonindexed(bool composite_only) {
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return num_changed;
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}
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/**
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* Returns a GeomVertexData that represents the results of computing the
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* vertex animation on the CPU for this Geom's vertex data.
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*
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* If there is no CPU-defined vertex animation on this object, this just
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* returns the original object.
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*
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* If there is vertex animation, but the VertexTransform values have not
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* changed since last time, this may return the same pointer it returned
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* previously. Even if the VertexTransform values have changed, it may still
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* return the same pointer, but with its contents modified (this is preferred,
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* since it allows the graphics backend to update vertex buffers optimally).
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*
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* If force is false, this method may return immediately with stale data, if
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* the vertex data is not completely resident. If force is true, this method
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* will never return stale data, but may block until the data is available.
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*/
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CPT(GeomVertexData) Geom::
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get_animated_vertex_data(bool force, Thread *current_thread) const {
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return get_vertex_data()->animate_vertices(force, current_thread);
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}
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/**
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* Replaces the ith GeomPrimitive object stored within the Geom with the new
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* object.
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@ -1311,8 +1333,7 @@ compute_internal_bounds(Geom::CData *cdata, Thread *current_thread) const {
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int num_vertices = 0;
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// Get the vertex data, after animation.
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CPT(GeomVertexData) vertex_data = cdata->_data.get_read_pointer(current_thread);
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vertex_data = vertex_data->animate_vertices(true, current_thread);
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CPT(GeomVertexData) vertex_data = get_animated_vertex_data(true, current_thread);
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// Now actually compute the bounding volume. We do this by using
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// calc_tight_bounds to determine our box first.
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@ -85,6 +85,8 @@ PUBLISHED:
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void offset_vertices(const GeomVertexData *data, int offset);
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int make_nonindexed(bool composite_only);
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CPT(GeomVertexData) get_animated_vertex_data(bool force, Thread *current_thread) const;
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INLINE bool is_empty() const;
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INLINE size_t get_num_primitives() const;
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@ -866,7 +866,7 @@ transfer_geom(GeomNode *geom_node, const InternalName *texcoord_name,
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PT(Geom) geom = orig_geom->make_copy();
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// Ensure that any vertex animation has been applied.
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geom->set_vertex_data(geom->get_vertex_data(current_thread)->animate_vertices(true, current_thread));
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geom->set_vertex_data(geom->get_animated_vertex_data(true, current_thread));
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// Now get a modifiable pointer to the vertex data in the new Geom. This
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// will actually perform a deep copy of the vertex data.
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@ -376,8 +376,7 @@ r_prepare_scene(GraphicsStateGuardianBase *gsg, const RenderState *node_state,
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geom = transformer.premunge_geom(geom, munger);
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// Prepare each of the vertex arrays in the munged Geom.
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CPT(GeomVertexData) vdata = geom->get_vertex_data(current_thread);
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vdata = vdata->animate_vertices(false, current_thread);
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CPT(GeomVertexData) vdata = geom->get_animated_vertex_data(false, current_thread);
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GeomVertexDataPipelineReader vdata_reader(vdata, current_thread);
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int num_arrays = vdata_reader.get_num_arrays();
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for (int i = 0; i < num_arrays; ++i) {
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@ -474,7 +473,7 @@ calc_tight_bounds(LPoint3 &min_point, LPoint3 &max_point, bool &found_any,
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for (gi = geoms->begin(); gi != geoms->end(); ++gi) {
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CPT(Geom) geom = (*gi)._geom.get_read_pointer();
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geom->calc_tight_bounds(min_point, max_point, found_any,
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geom->get_vertex_data(current_thread)->animate_vertices(true, current_thread),
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geom->get_animated_vertex_data(true, current_thread),
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!next_transform->is_identity(), mat,
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current_thread);
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}
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