pgraph characters

This commit is contained in:
David Rose 2002-03-06 22:31:48 +00:00
parent 4d552344fe
commit c0de49ba9c
3 changed files with 452 additions and 6 deletions

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@ -0,0 +1,56 @@
// Filename: eggLoaderBase.h
// Created by: drose (06Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef EGGLOADERBASE_H
#define EGGLOADERBASE_H
#include "pandabase.h"
#include "luse.h"
class EggPrimitive;
class PandaNode;
class NamedNode;
class ComputedVerticesMaker;
///////////////////////////////////////////////////////////////////
// Class : EggLoaderBase
// Description : QP: A temporary hack around having to have two kinds
// of EggLoaders and one kind of CharacterMaker, this
// presents the interface to both kinds of EggLoaders.
////////////////////////////////////////////////////////////////////
class EggLoaderBase {
public:
virtual ~EggLoaderBase() { }
virtual void make_nonindexed_primitive(EggPrimitive *egg_prim, PandaNode *parent,
const LMatrix4d *transform = NULL) { }
virtual void make_indexed_primitive(EggPrimitive *egg_prim, PandaNode *parent,
const LMatrix4d *transform,
ComputedVerticesMaker &_comp_verts_maker) { }
virtual void make_nonindexed_primitive(EggPrimitive *egg_prim, NamedNode *parent,
const LMatrix4d *transform = NULL) { }
virtual void make_indexed_primitive(EggPrimitive *egg_prim, NamedNode *parent,
const LMatrix4d *transform,
ComputedVerticesMaker &_comp_verts_maker) { }
};
#endif

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// Filename: qpcharacterMaker.cxx
// Created by: drose (06Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "qpcharacterMaker.h"
#include "qpeggLoader.h"
#include "config_egg2pg.h"
#include "computedVertices.h"
#include "eggGroup.h"
#include "eggPrimitive.h"
#include "partGroup.h"
#include "characterJoint.h"
#include "characterJointBundle.h"
#include "characterSlider.h"
#include "qpcharacter.h"
#include "transformState.h"
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::Construtor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
qpCharacterMaker::
qpCharacterMaker(EggGroup *root, EggLoaderBase &loader)
: _loader(loader), _egg_root(root) {
_character_node = new qpCharacter(_egg_root->get_name());
_bundle = _character_node->get_bundle();
_morph_root = (PartGroup *)NULL;
_skeleton_root = new PartGroup(_bundle, "<skeleton>");
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::make_node
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
qpCharacter *qpCharacterMaker::
make_node() {
make_bundle();
_character_node->_parts = _parts;
return _character_node;
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::egg_to_part
// Access: Public
// Description: Returns the PartGroup node associated with the given
// egg node. If the egg node is not a node in the
// character's hierarchy, returns the top of the
// character's hierarchy.
////////////////////////////////////////////////////////////////////
PartGroup *qpCharacterMaker::
egg_to_part(EggNode *egg_node) const {
int index = egg_to_index(egg_node);
if (index < 0) {
// If there's a reference to the geometry outside of the
// character, just return the root of the character.
return _bundle;
}
nassertr(index < (int)_parts.size(), NULL);
return _parts[index];
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::egg_to_index
// Access: Public
// Description: Returns the index number associated with the
// PartGroup node for the given egg node, or -1.
////////////////////////////////////////////////////////////////////
int qpCharacterMaker::
egg_to_index(EggNode *egg_node) const {
NodeMap::const_iterator nmi = _node_map.find(egg_node);
if (nmi == _node_map.end()) {
return -1;
}
return (*nmi).second;
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::part_to_node
// Access: Public
// Description: Returns the scene graph node associated with the
// given PartGroup node, if there is one. If the
// PartGroup does not have an associated node, returns
// the character's top node.
////////////////////////////////////////////////////////////////////
PandaNode *qpCharacterMaker::
part_to_node(PartGroup *part) const {
if (part->is_of_type(CharacterJoint::get_class_type())) {
CharacterJoint *joint = DCAST(CharacterJoint, part);
if (joint->_qpgeom_node != (PandaNode *)NULL) {
return joint->_qpgeom_node;
}
}
return _character_node;
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::create_slider
// Access: Public
// Description: Creates a new morph slider of the given name, and
// returns its index. This is actually called by
// ComputedVerticesMaker, which is responsible for
// identifying all the unique morph target names.
////////////////////////////////////////////////////////////////////
int qpCharacterMaker::
create_slider(const string &name) {
if (_morph_root == (PartGroup *)NULL) {
_morph_root = new PartGroup(_bundle, "morph");
}
CharacterSlider *slider = new CharacterSlider(_morph_root, name);
int index = _parts.size();
_parts.push_back(slider);
return index;
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::make_bundle
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
CharacterJointBundle *qpCharacterMaker::
make_bundle() {
build_joint_hierarchy(_egg_root, _skeleton_root);
_bundle->sort_descendants();
parent_joint_nodes(_skeleton_root);
make_geometry(_egg_root);
_character_node->_computed_vertices =
_comp_verts_maker.make_computed_vertices(_character_node, *this);
return _bundle;
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::build_hierarchy
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void qpCharacterMaker::
build_joint_hierarchy(EggNode *egg_node, PartGroup *part) {
int index = -1;
if (egg_node->is_of_type(EggGroup::get_class_type())) {
EggGroup *egg_group = DCAST(EggGroup, egg_node);
// Each joint we come across is significant, and gets added to the
// hierarchy. Non-joints we encounter are ignored.
if (egg_group->get_group_type() == EggGroup::GT_joint) {
// We need to get the transform of the joint, and then convert
// it to single-precision.
LMatrix4d matd;
if (egg_group->has_transform()) {
matd = egg_group->get_transform();
} else {
matd = LMatrix4d::ident_mat();
}
LMatrix4f matf = LCAST(float, matd);
CharacterJoint *joint =
new CharacterJoint(part, egg_group->get_name(), matf);
index = _parts.size();
_parts.push_back(joint);
if (egg_group->get_dcs_flag()) {
// If the joint requested an explicit DCS, create a node for
// it.
joint->_qpgeom_node = new PandaNode(egg_group->get_name());
}
part = joint;
}
EggGroup::const_iterator ci;
for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
build_joint_hierarchy((*ci), part);
}
}
_node_map[egg_node] = index;
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::parent_joint_nodes
// Access: Private
// Description: Walks the joint hierarchy, and parents any explicit
// nodes created for the joints under the character
// node.
////////////////////////////////////////////////////////////////////
void qpCharacterMaker::
parent_joint_nodes(PartGroup *part) {
if (part->is_of_type(CharacterJoint::get_class_type())) {
CharacterJoint *joint = DCAST(CharacterJoint, part);
PandaNode *joint_node = joint->_qpgeom_node;
if (joint_node != NULL) {
_character_node->add_child(joint_node);
// joint->add_net_transform(joint_node);
joint_node->set_transform(TransformState::make_mat(joint->_net_transform));
}
}
for (int i = 0; i < part->get_num_children(); i++) {
parent_joint_nodes(part->get_child(i));
}
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::make_geometry
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void qpCharacterMaker::
make_geometry(EggNode *egg_node) {
if (egg_node->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *egg_primitive = DCAST(EggPrimitive, egg_node);
if (!egg_primitive->empty()) {
EggGroupNode *prim_home = determine_primitive_home(egg_primitive);
if (prim_home == NULL) {
// This is a totally dynamic primitive that lives under the
// character's node.
make_dynamic_primitive(egg_primitive, _egg_root);
} else {
// This is a static primitive that lives under a particular
// node.
make_static_primitive(egg_primitive, prim_home);
}
}
}
if (egg_node->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *egg_group = DCAST(EggGroupNode, egg_node);
EggGroupNode::const_iterator ci;
for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
make_geometry(*ci);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::make_static_primitive
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void qpCharacterMaker::
make_static_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) {
PandaNode *node = part_to_node(egg_to_part(prim_home));
// We need this funny transform to convert from the coordinate
// space of the original vertices to that of the new joint node.
LMatrix4d transform =
egg_primitive->get_vertex_frame() *
prim_home->get_node_frame_inv();
_loader.make_nonindexed_primitive(egg_primitive, node, &transform);
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::make_dynamic_primitive
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void qpCharacterMaker::
make_dynamic_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) {
PandaNode *node = part_to_node(egg_to_part(prim_home));
LMatrix4d transform =
egg_primitive->get_vertex_frame() *
prim_home->get_node_frame_inv();
_loader.make_indexed_primitive(egg_primitive, node, &transform,
_comp_verts_maker);
}
////////////////////////////////////////////////////////////////////
// Function: qpCharacterMaker::determine_primitive_home
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
EggGroupNode *qpCharacterMaker::
determine_primitive_home(EggPrimitive *egg_primitive) {
// A primitive's vertices may be referenced by any joint in the
// character. Or, the primitive itself may be explicitly placed
// under a joint.
// If any of the vertices are referenced by multiple joints, or if
// any two vertices are referenced by different joints, then the
// entire primitive must be considered dynamic. (We'll indicate a
// dynamic primitive by returning NULL.)
// We need to keep track of the one joint we've encountered so far,
// to see if all the vertices are referenced by the same joint.
EggGroupNode *home = NULL;
EggPrimitive::const_iterator vi;
for (vi = egg_primitive->begin();
vi != egg_primitive->end();
++vi) {
EggVertex *vertex = (*vi);
if (vertex->gref_size() > 1) {
// This vertex is referenced by multiple joints; the primitive
// is dynamic.
return NULL;
}
EggGroupNode *vertex_home;
if (vertex->gref_size() == 0) {
// This vertex is not referenced at all, which means it belongs
// right where it is.
vertex_home = egg_primitive->get_parent();
} else {
nassertr(vertex->gref_size() == 1, NULL);
// This vertex is referenced exactly once.
vertex_home = *vertex->gref_begin();
}
if (home != NULL && home != vertex_home) {
// Oops, two vertices are referenced by different joints! The
// primitive is dynamic.
return NULL;
}
home = vertex_home;
}
// This shouldn't be possible, unless there are no vertices--but we
// check for that before calling this function.
nassertr(home != NULL, NULL);
// So, all the vertices are assigned to the same group. This means
// the polygon belongs entirely to one joint.
// If the group is not, in fact, a joint then we return the first
// joint above the group.
EggGroup *egg_group = (EggGroup *)NULL;
if (home->is_of_type(EggGroup::get_class_type())) {
egg_group = DCAST(EggGroup, home);
}
while (egg_group != (EggGroup *)NULL &&
egg_group->get_group_type() != EggGroup::GT_joint &&
egg_group->get_dart_type() == EggGroup::DT_none) {
nassertr(egg_group->get_parent() != (EggGroupNode *)NULL, NULL);
home = egg_group->get_parent();
egg_group = (EggGroup *)NULL;
if (home->is_of_type(EggGroup::get_class_type())) {
egg_group = DCAST(EggGroup, home);
}
}
if (egg_group != (EggGroup *)NULL &&
egg_group->get_group_type() == EggGroup::GT_joint &&
!egg_group->get_dcs_flag()) {
// If the home is a joint without a <DCS> flag--this is the normal
// case--we'll move the polygon under the character node and
// animate it from there explicitly.
return NULL;
}
// Otherwise, if the joint *does* have a <DCS> flag, we'll create
// static geometry that we parent directly to the joint node.
// We'll also create static geometry for polygons that have no
// explicit joint assignment.
return home;
}

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@ -20,7 +20,7 @@
#include "qpeggLoader.h" #include "qpeggLoader.h"
#include "config_egg2pg.h" #include "config_egg2pg.h"
#include "nodeChain.h" #include "qpnodePath.h"
#include "renderState.h" #include "renderState.h"
#include "transformState.h" #include "transformState.h"
#include "textureAttrib.h" #include "textureAttrib.h"
@ -154,14 +154,14 @@ reparent_decals() {
PandaNode *node = (*di); PandaNode *node = (*di);
nassertv(node != (PandaNode *)NULL); nassertv(node != (PandaNode *)NULL);
// The NodeChain interface is best for this. // The qpNodePath interface is best for this.
NodeChain parent(node); qpNodePath parent(node);
// First, search for the GeomNode. // First, search for the GeomNode.
NodeChain geom_parent; qpNodePath geom_parent;
int num_children = parent.get_num_children(); int num_children = parent.get_num_children();
for (int i = 0; i < num_children; i++) { for (int i = 0; i < num_children; i++) {
NodeChain child = parent.get_child(i); qpNodePath child = parent.get_child(i);
if (child.node()->is_of_type(qpGeomNode::get_class_type())) { if (child.node()->is_of_type(qpGeomNode::get_class_type())) {
if (!geom_parent.is_empty()) { if (!geom_parent.is_empty()) {
@ -187,7 +187,7 @@ reparent_decals() {
// list. // list.
int i = 0; int i = 0;
while (i < num_children) { while (i < num_children) {
NodeChain child = parent.get_child(i); qpNodePath child = parent.get_child(i);
if (child.node()->is_of_type(qpGeomNode::get_class_type())) { if (child.node()->is_of_type(qpGeomNode::get_class_type())) {
i++; i++;