// Filename: nodePath.h // Created by: drose (25Feb02) // //////////////////////////////////////////////////////////////////// // // 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 . // //////////////////////////////////////////////////////////////////// #ifndef NODEPATH_H #define NODEPATH_H #include "pandabase.h" #include "pandaNode.h" #include "renderState.h" #include "transformState.h" #include "renderModeAttrib.h" #include "transparencyAttrib.h" #include "nodePathComponent.h" #include "pointerTo.h" #include "referenceCount.h" #include "pnotify.h" #include "typedObject.h" class NodePathCollection; class FindApproxPath; class FindApproxLevelEntry; class Light; class PolylightNode; class InternalNameCollection; class Texture; class TextureStage; class TextureCollection; class TextureStageCollection; class Material; class MaterialCollection; class Fog; class GlobPattern; class PreparedGraphicsObjects; class Shader; class ShaderInput; // // A NodePath is the fundamental unit of high-level interaction with // the scene graph. It encapsulates the complete path down to a node // from some other node, usually the root of the scene graph. This is // used to resolve ambiguities associated with instancing. // // NodePath also contains a number of handy high-level methods for // common scene-graph manipulations, such as reparenting, and common // state changes, such as repositioning. // // There are also a number of NodePath methods for finding nodes deep // within the tree by name or by type. These take a path string, // which at its simplest consists of a series of node names separated // by slashes, like a directory pathname. // // Each component of the path string may optionally consist of one of // the following special names, instead of a node name: // // * -- matches exactly one node, with any name. // ** -- matches any sequence of zero or more nodes. // +typename -- matches any node that is or derives from the given type. // -typename -- matches any node that is the given type exactly. // =tag -- matches any node that has the indicated tag. // =tag=value -- matches any node whose tag matches the indicated value. // // Furthermore, a node name may itself contain standard filename // globbing characters, like *, ?, and [a-z], that will be accepted as // a partial match. (In fact, the '*' special name may be seen as // just a special case of this.) The globbing characters may not be // used with the typename matches or with tag matches, but they may // be used to match a tag's value in the =tag=value syntax. // // The special characters "@@", appearing at the beginning of a node // name, indicate a stashed node. Normally, stashed nodes are not // returned by a find (but see the special flags, below), but a // stashed node may be found if it is explicitly named with its // leading @@ characters. By extension, "@@*" may be used to identify // any stashed node. // // Examples: // // "room//graph" will look for a node named "graph", which is a child // of an unnamed node, which is a child of a node named "room", which // is a child of the starting path. // // "**/red*" will look for any node anywhere in the tree (below the // starting path) with a name that begins with "red". // // "**/+PartBundleNode/**/head" will look for a node named "head", // somewhere below a PartBundleNode anywhere in the tree. // // // The search is always potentially ambiguous, even if the special // wildcard operators are not used, because there may be multiple // nodes in the tree with the same name. In general, in the case of // an ambiguity, the shortest path is preferred; when a method (such // as extend_by) must choose only only one of several possible paths, // it will choose the shortest available; on the other hand, when a // method (such as find_all_matches) is to return all of the matching // paths, it will sort them so that the shortest paths appear first in // the output. // // // Special flags. The entire string may optionally be followed by the // ";" character, followed by one or more of the following special // control flags, with no intervening spaces or punctuation: // // -h Do not return hidden nodes. // +h Do return hidden nodes. // -s Do not return stashed nodes unless explicitly referenced with @@. // +s Return stashed nodes even without any explicit @@ characters. // -i Node name comparisons are not case insensitive: case must match // exactly. // +i Node name comparisons are case insensitive: case is not important. // This affects matches against the node name only; node type // and tag strings are always case sensitive. // // The default flags are +h-s-i. // //////////////////////////////////////////////////////////////////// // Class : NodePath // Description : NodePath is the fundamental system for disambiguating // instances, and also provides a higher-level interface // for manipulating the scene graph. // // A NodePath is a list of connected nodes from the root // of the graph to any sub-node. Each NodePath // therefore uniquely describes one instance of a node. // // NodePaths themselves are lightweight objects that may // easily be copied and passed by value. Their data is // stored as a series of NodePathComponents that are // stored on the nodes. Holding a NodePath will keep a // reference count to all the nodes in the path. // However, if any node in the path is removed or // reparented (perhaps through a different NodePath), // the NodePath will automatically be updated to reflect // the changes. //////////////////////////////////////////////////////////////////// class EXPCL_PANDA NodePath { PUBLISHED: // This enumeration is returned by get_error_type() for an empty // NodePath to report the reason it's empty. enum ErrorType { ET_ok = 0, // i.e. not empty, or never assigned to anything. ET_not_found, // returned from a failed find() or similar function. ET_removed, // remove_node() was previously called on this NodePath. ET_fail, // general failure return from some function. }; INLINE NodePath(); INLINE NodePath(const string &top_node_name, Thread *current_thread = Thread::get_current_thread()); INLINE NodePath(PandaNode *node, Thread *current_thread = Thread::get_current_thread()); INLINE static NodePath any_path(PandaNode *node, Thread *current_thread = Thread::get_current_thread()); INLINE NodePath(const NodePath &parent, PandaNode *child_node, Thread *current_thread = Thread::get_current_thread()); INLINE NodePath(const NodePath ©); INLINE void operator = (const NodePath ©); INLINE static NodePath not_found(); INLINE static NodePath removed(); INLINE static NodePath fail(); INLINE static void set_max_search_depth(int max_search_depth); INLINE static int get_max_search_depth(); // Methods to query a NodePath's contents. INLINE bool is_empty() const; INLINE bool is_singleton(Thread *current_thread = Thread::get_current_thread()) const; int get_num_nodes(Thread *current_thread = Thread::get_current_thread()) const; PandaNode *get_node(int index, Thread *current_thread = Thread::get_current_thread()) const; INLINE ErrorType get_error_type() const; INLINE PandaNode *get_top_node(Thread *current_thread = Thread::get_current_thread()) const; NodePath get_top(Thread *current_thread = Thread::get_current_thread()) const; INLINE PandaNode *node() const; INLINE int get_key() const; INLINE bool is_same_graph(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const; INLINE bool is_ancestor_of(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const; INLINE NodePath get_common_ancestor(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const; // Methods that return collections of NodePaths derived from or // related to this one. NodePathCollection get_children(Thread *current_thread = Thread::get_current_thread()) const; INLINE int get_num_children(Thread *current_thread = Thread::get_current_thread()) const; INLINE NodePath get_child(int n, Thread *current_thread = Thread::get_current_thread()) const; NodePathCollection get_stashed_children(Thread *current_thread = Thread::get_current_thread()) const; INLINE bool has_parent(Thread *current_thread = Thread::get_current_thread()) const; INLINE NodePath get_parent(Thread *current_thread = Thread::get_current_thread()) const; int get_sort(Thread *current_thread = Thread::get_current_thread()) const; NodePath find(const string &path) const; NodePath find_path_to(PandaNode *node) const; NodePathCollection find_all_matches(const string &path) const; NodePathCollection find_all_paths_to(PandaNode *node) const; // Methods that actually move nodes around in the scene graph. The // optional "sort" parameter can be used to force a particular // ordering between sibling nodes, useful when dealing with LOD's // and similar switch nodes. If the sort value is the same, nodes // will be arranged in the order they were added. void reparent_to(const NodePath &other, int sort = 0, Thread *current_thread = Thread::get_current_thread()); void wrt_reparent_to(const NodePath &other, int sort = 0, Thread *current_thread = Thread::get_current_thread()); NodePath instance_to(const NodePath &other, int sort = 0, Thread *current_thread = Thread::get_current_thread()) const; NodePath instance_under_node(const NodePath &other, const string &name, int sort = 0, Thread *current_thread = Thread::get_current_thread()) const; NodePath copy_to(const NodePath &other, int sort = 0, Thread *current_thread = Thread::get_current_thread()) const; NodePath attach_new_node(PandaNode *node, int sort = 0, Thread *current_thread = Thread::get_current_thread()) const; INLINE NodePath attach_new_node(const string &name, int sort = 0, Thread *current_thread = Thread::get_current_thread()) const; void remove_node(Thread *current_thread = Thread::get_current_thread()); void detach_node(Thread *current_thread = Thread::get_current_thread()); // Handy ways to look at what's there, and other miscellaneous // operations. void output(ostream &out) const; INLINE void ls() const; INLINE void ls(ostream &out, int indent_level = 0) const; INLINE void reverse_ls() const; INLINE int reverse_ls(ostream &out, int indent_level = 0) const; // Aggregate transform and state information. const RenderState *get_state(Thread *current_thread = Thread::get_current_thread()) const; INLINE void set_state(const RenderState *state, Thread *current_thread = Thread::get_current_thread()); CPT(RenderState) get_state(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const; void set_state(const NodePath &other, const RenderState *state, Thread *current_thread = Thread::get_current_thread()); INLINE CPT(RenderState) get_net_state(Thread *current_thread = Thread::get_current_thread()) const; INLINE void set_attrib(const RenderAttrib *attrib, int priority = 0); INLINE const RenderAttrib *get_attrib(TypeHandle type) const; INLINE bool has_attrib(TypeHandle type) const; INLINE void clear_attrib(TypeHandle type); INLINE void set_effect(const RenderEffect *effect); INLINE const RenderEffect *get_effect(TypeHandle type) const; INLINE bool has_effect(TypeHandle type) const; INLINE void clear_effect(TypeHandle type); INLINE void set_effects(const RenderEffects *effects); INLINE const RenderEffects *get_effects() const; INLINE void clear_effects(); const TransformState *get_transform(Thread *current_thread = Thread::get_current_thread()) const; INLINE void clear_transform(Thread *current_thread = Thread::get_current_thread()); INLINE void set_transform(const TransformState *transform, Thread *current_thread = Thread::get_current_thread()); CPT(TransformState) get_transform(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const; INLINE void clear_transform(const NodePath &other, Thread *current_thread = Thread::get_current_thread()); void set_transform(const NodePath &other, const TransformState *transform, Thread *current_thread = Thread::get_current_thread()); INLINE CPT(TransformState) get_net_transform(Thread *current_thread = Thread::get_current_thread()) const; const TransformState *get_prev_transform(Thread *current_thread = Thread::get_current_thread()) const; INLINE void set_prev_transform(const TransformState *transform, Thread *current_thread = Thread::get_current_thread()); CPT(TransformState) get_prev_transform(const NodePath &other, Thread *current_thread = Thread::get_current_thread()) const; void set_prev_transform(const NodePath &other, const TransformState *transform, Thread *current_thread = Thread::get_current_thread()); INLINE CPT(TransformState) get_net_prev_transform(Thread *current_thread = Thread::get_current_thread()) const; // Methods that get and set the matrix transform: pos, hpr, scale, // in the local coordinate system. INLINE void set_pos(float x, float y, float z); void set_pos(const LVecBase3f &pos); void set_x(float x); void set_y(float y); void set_z(float z); INLINE void set_fluid_pos(float x, float y, float z); void set_fluid_pos(const LVecBase3f &pos); void set_fluid_x(float x); void set_fluid_y(float y); void set_fluid_z(float z); LPoint3f get_pos() const; INLINE float get_x() const; INLINE float get_y() const; INLINE float get_z() const; LVector3f get_pos_delta() const; INLINE void set_hpr(float h, float p, float r); void set_hpr(const LVecBase3f &hpr); void set_h(float h); void set_p(float p); void set_r(float r); LVecBase3f get_hpr() const; INLINE float get_h() const; INLINE float get_p() const; INLINE float get_r() const; void set_quat(const LQuaternionf &quat); LQuaternionf get_quat() const; INLINE void set_scale(float scale); INLINE void set_scale(float sx, float sy, float sz); void set_scale(const LVecBase3f &scale); void set_sx(float sx); void set_sy(float sy); void set_sz(float sz); LVecBase3f get_scale() const; INLINE float get_sx() const; INLINE float get_sy() const; INLINE float get_sz() const; INLINE void set_shear(float shxy, float shxz, float shyz); void set_shear(const LVecBase3f &shear); void set_shxy(float shxy); void set_shxz(float shxz); void set_shyz(float shyz); LVecBase3f get_shear() const; INLINE float get_shxy() const; INLINE float get_shxz() const; INLINE float get_shyz() const; INLINE void set_pos_hpr(float x, float y, float z, float h, float p, float r); void set_pos_hpr(const LVecBase3f &pos, const LVecBase3f &hpr); void set_pos_quat(const LVecBase3f &pos, const LQuaternionf &quat); INLINE void set_hpr_scale(float h, float p, float r, float sx, float sy, float sz); void set_hpr_scale(const LVecBase3f &hpr, const LVecBase3f &scale); void set_quat_scale(const LQuaternionf &quat, const LVecBase3f &scale); INLINE void set_pos_hpr_scale(float x, float y, float z, float h, float p, float r, float sx, float sy, float sz); void set_pos_hpr_scale(const LVecBase3f &pos, const LVecBase3f &hpr, const LVecBase3f &scale); void set_pos_quat_scale(const LVecBase3f &pos, const LQuaternionf &quat, const LVecBase3f &scale); void set_pos_hpr_scale_shear(const LVecBase3f &pos, const LVecBase3f &hpr, const LVecBase3f &scale, const LVecBase3f &shear); void set_pos_quat_scale_shear(const LVecBase3f &pos, const LQuaternionf &quat, const LVecBase3f &scale, const LVecBase3f &shear); void set_mat(const LMatrix4f &mat); INLINE void clear_mat(); INLINE bool has_mat() const; INLINE const LMatrix4f &get_mat() const; INLINE void look_at(float x, float y, float z); void look_at(const LPoint3f &point, const LVector3f &up = LVector3f::up()); INLINE void heads_up(float x, float y, float z); void heads_up(const LPoint3f &point, const LVector3f &up = LVector3f::up()); // Methods that get and set the matrix transforms relative to some // other node in the scene graph. These perform an implicit wrt(). INLINE void set_pos(const NodePath &other, float x, float y, float z); void set_pos(const NodePath &other, const LVecBase3f &pos); void set_x(const NodePath &other, float x); void set_y(const NodePath &other, float y); void set_z(const NodePath &other, float z); INLINE void set_fluid_pos(const NodePath &other, float x, float y, float z); void set_fluid_pos(const NodePath &other, const LVecBase3f &pos); void set_fluid_x(const NodePath &other, float x); void set_fluid_y(const NodePath &other, float y); void set_fluid_z(const NodePath &other, float z); LPoint3f get_pos(const NodePath &other) const; INLINE float get_x(const NodePath &other) const; INLINE float get_y(const NodePath &other) const; INLINE float get_z(const NodePath &other) const; LVector3f get_pos_delta(const NodePath &other) const; INLINE void set_hpr(const NodePath &other, float h, float p, float r); void set_hpr(const NodePath &other, const LVecBase3f &hpr); void set_h(const NodePath &other, float h); void set_p(const NodePath &other, float p); void set_r(const NodePath &other, float r); LVecBase3f get_hpr(const NodePath &other) const; INLINE float get_h(const NodePath &other) const; INLINE float get_p(const NodePath &other) const; INLINE float get_r(const NodePath &other) const; void set_quat(const NodePath &other, const LQuaternionf &quat); LQuaternionf get_quat(const NodePath &other) const; INLINE void set_scale(const NodePath &other, float scale); INLINE void set_scale(const NodePath &other, float sx, float sy, float sz); void set_scale(const NodePath &other, const LVecBase3f &scale); void set_sx(const NodePath &other, float sx); void set_sy(const NodePath &other, float sy); void set_sz(const NodePath &other, float sz); LVecBase3f get_scale(const NodePath &other) const; INLINE float get_sx(const NodePath &other) const; INLINE float get_sy(const NodePath &other) const; INLINE float get_sz(const NodePath &other) const; INLINE void set_shear(const NodePath &other, float shxy, float shxz, float shyz); void set_shear(const NodePath &other, const LVecBase3f &shear); void set_shxy(const NodePath &other, float shxy); void set_shxz(const NodePath &other, float shxz); void set_shyz(const NodePath &other, float shyz); LVecBase3f get_shear(const NodePath &other) const; INLINE float get_shxy(const NodePath &other) const; INLINE float get_shxz(const NodePath &other) const; INLINE float get_shyz(const NodePath &other) const; INLINE void set_pos_hpr(const NodePath &other, float x, float y, float z, float h, float p, float r); void set_pos_hpr(const NodePath &other, const LVecBase3f &pos, const LVecBase3f &hpr); void set_pos_quat(const NodePath &other, const LVecBase3f &pos, const LQuaternionf &quat); INLINE void set_hpr_scale(const NodePath &other, float h, float p, float r, float sx, float sy, float sz); void set_hpr_scale(const NodePath &other, const LVecBase3f &hpr, const LVecBase3f &scale); void set_quat_scale(const NodePath &other, const LQuaternionf &quat, const LVecBase3f &scale); INLINE void set_pos_hpr_scale(const NodePath &other, float x, float y, float z, float h, float p, float r, float sx, float sy, float sz); void set_pos_hpr_scale(const NodePath &other, const LVecBase3f &pos, const LVecBase3f &hpr, const LVecBase3f &scale); void set_pos_quat_scale(const NodePath &other, const LVecBase3f &pos, const LQuaternionf &quat, const LVecBase3f &scale); void set_pos_hpr_scale_shear(const NodePath &other, const LVecBase3f &pos, const LVecBase3f &hpr, const LVecBase3f &scale, const LVecBase3f &shear); void set_pos_quat_scale_shear(const NodePath &other, const LVecBase3f &pos, const LQuaternionf &quat, const LVecBase3f &scale, const LVecBase3f &shear); LMatrix4f get_mat(const NodePath &other) const; void set_mat(const NodePath &other, const LMatrix4f &mat); LPoint3f get_relative_point(const NodePath &other, const LVecBase3f &point) const; LVector3f get_relative_vector(const NodePath &other, const LVecBase3f &vec) const; INLINE void look_at(const NodePath &other, float x, float y, float z); void look_at(const NodePath &other, const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0), const LVector3f &up = LVector3f::up()); INLINE void heads_up(const NodePath &other, float x, float y, float z); void heads_up(const NodePath &other, const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0), const LVector3f &up = LVector3f::up()); INLINE float get_distance(const NodePath &other) const; // Methods that affect appearance of geometry: color, texture, etc. // These affect the state at the bottom level only. void set_color(float r, float g, float b, float a = 1.0, int priority = 0); void set_color(const Colorf &color, int priority = 0); void set_color_off(int priority = 0); void clear_color(); bool has_color() const; Colorf get_color() const; bool has_color_scale() const; void clear_color_scale(); void set_color_scale(const LVecBase4f &scale, int priority = 0); INLINE void set_color_scale(float sx, float sy, float sz, float sa, int priority = 0); void set_color_scale_off(int priority = 0); void set_alpha_scale(float scale, int priority = 0); void set_all_color_scale(float scale, int priority = 0); INLINE void set_sr(float sr); INLINE void set_sg(float sg); INLINE void set_sb(float sb); INLINE void set_sa(float sa); const LVecBase4f &get_color_scale() const; INLINE float get_sr() const; INLINE float get_sg() const; INLINE float get_sb() const; INLINE float get_sa() const; void set_light(const NodePath &light, int priority = 0); void set_light_off(int priority = 0); void set_light_off(const NodePath &light, int priority = 0); void clear_light(); void clear_light(const NodePath &light); bool has_light(const NodePath &light) const; bool has_light_off() const; bool has_light_off(const NodePath &light) const; void set_clip_plane(const NodePath &clip_plane, int priority = 0); void set_clip_plane_off(int priority = 0); void set_clip_plane_off(const NodePath &clip_plane, int priority = 0); void clear_clip_plane(); void clear_clip_plane(const NodePath &clip_plane); bool has_clip_plane(const NodePath &clip_plane) const; bool has_clip_plane_off() const; bool has_clip_plane_off(const NodePath &clip_plane) const; void set_bin(const string &bin_name, int draw_order, int priority = 0); void clear_bin(); bool has_bin() const; string get_bin_name() const; int get_bin_draw_order() const; void set_texture(Texture *tex, int priority = 0); void set_texture(TextureStage *stage, Texture *tex, int priority = 0); void set_texture_off(int priority = 0); void set_texture_off(TextureStage *stage, int priority = 0); void clear_texture(); void clear_texture(TextureStage *stage); bool has_texture() const; bool has_texture(TextureStage *stage) const; bool has_texture_off() const; bool has_texture_off(TextureStage *stage) const; Texture *get_texture() const; Texture *get_texture(TextureStage *stage) const; void set_shader(Shader *sha, int priority = 0); void set_shader_off(int priority = 0); void clear_shader(); void set_shader_input(const ShaderInput *inp); void set_shader_input(InternalName *id, Texture *tex, int priority=0); void set_shader_input(InternalName *id, const NodePath &np, int priority=0); void set_shader_input(InternalName *id, const LVector4f &v, int priority=0); void set_shader_input(InternalName *id, double n1=0, double n2=0, double n3=0, double n4=1, int priority=0); void set_shader_input(const string &id, Texture *tex, int priority=0); void set_shader_input(const string &id, const NodePath &np, int priority=0); void set_shader_input(const string &id, const LVector4f &v, int priority=0); void set_shader_input(const string &id, double n1=0, double n2=0, double n3=0, double n4=1, int priority=0); void clear_shader_input(InternalName *id); void clear_shader_input(const string &id); const Shader *get_shader() const; const ShaderInput *get_shader_input(InternalName *id) const; const ShaderInput *get_shader_input(const string &id) const; void set_tex_transform(TextureStage *stage, const TransformState *transform); void clear_tex_transform(); void clear_tex_transform(TextureStage *stage); bool has_tex_transform(TextureStage *stage) const; CPT(TransformState) get_tex_transform(TextureStage *stage) const; INLINE void set_tex_offset(TextureStage *stage, float u, float v); INLINE void set_tex_offset(TextureStage *stage, const LVecBase2f &uv); INLINE void set_tex_rotate(TextureStage *stage, float r); INLINE void set_tex_scale(TextureStage *stage, float scale); INLINE void set_tex_scale(TextureStage *stage, float su, float sv); INLINE void set_tex_scale(TextureStage *stage, const LVecBase2f &scale); INLINE LVecBase2f get_tex_offset(TextureStage *stage) const; INLINE float get_tex_rotate(TextureStage *stage) const; INLINE LVecBase2f get_tex_scale(TextureStage *stage) const; INLINE void set_tex_pos(TextureStage *stage, float u, float v, float w); INLINE void set_tex_pos(TextureStage *stage, const LVecBase3f &uvw); INLINE void set_tex_hpr(TextureStage *stage, float h, float p, float r); INLINE void set_tex_hpr(TextureStage *stage, const LVecBase3f &hpr); INLINE void set_tex_scale(TextureStage *stage, float su, float sv, float sw); INLINE void set_tex_scale(TextureStage *stage, const LVecBase3f &scale); INLINE LVecBase3f get_tex_pos(TextureStage *stage) const; INLINE LVecBase3f get_tex_hpr(TextureStage *stage) const; INLINE LVecBase3f get_tex_scale_3d(TextureStage *stage) const; void set_tex_transform(const NodePath &other, TextureStage *stage, const TransformState *transform); CPT(TransformState) get_tex_transform(const NodePath &other, TextureStage *stage) const; INLINE void set_tex_offset(const NodePath &other, TextureStage *stage, float u, float v); INLINE void set_tex_offset(const NodePath &other, TextureStage *stage, const LVecBase2f &uv); INLINE void set_tex_rotate(const NodePath &other, TextureStage *stage, float r); INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, float scale); INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, float su, float sv); INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase2f &scale); INLINE LVecBase2f get_tex_offset(const NodePath &other, TextureStage *stage) const; INLINE float get_tex_rotate(const NodePath &other, TextureStage *stage) const; INLINE LVecBase2f get_tex_scale(const NodePath &other, TextureStage *stage) const; INLINE void set_tex_pos(const NodePath &other, TextureStage *stage, float u, float v, float w); INLINE void set_tex_pos(const NodePath &other, TextureStage *stage, const LVecBase3f &uvw); INLINE void set_tex_hpr(const NodePath &other, TextureStage *stage, float h, float p, float r); INLINE void set_tex_hpr(const NodePath &other, TextureStage *stage, const LVecBase3f &hpr); INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, float su, float sv, float sw); INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase3f &scale); INLINE LVecBase3f get_tex_pos(const NodePath &other, TextureStage *stage) const; INLINE LVecBase3f get_tex_hpr(const NodePath &other, TextureStage *stage) const; INLINE LVecBase3f get_tex_scale_3d(const NodePath &other, TextureStage *stage) const; void set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, int priority = 0); void set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, const string &source_name, const NodePath &light, int priority = 0); void set_tex_gen(TextureStage *stage, RenderAttrib::TexGenMode mode, const TexCoord3f &constant_value, int priority = 0); void clear_tex_gen(); void clear_tex_gen(TextureStage *stage); bool has_tex_gen(TextureStage *stage) const; RenderAttrib::TexGenMode get_tex_gen(TextureStage *stage) const; NodePath get_tex_gen_light(TextureStage *stage) const; void set_tex_projector(TextureStage *stage, const NodePath &from, const NodePath &to); void clear_tex_projector(TextureStage *stage); void clear_tex_projector(); bool has_tex_projector(TextureStage *stage) const; NodePath get_tex_projector_from(TextureStage *stage) const; NodePath get_tex_projector_to(TextureStage *stage) const; void project_texture(TextureStage *stage, Texture *tex, const NodePath &projector); INLINE void clear_project_texture(TextureStage *stage); void set_normal_map(Texture *normal_map, const string &texcoord_name = string(), bool preserve_color = false); void clear_normal_map(); INLINE bool has_texcoord(const string &texcoord_name) const; bool has_vertex_column(const InternalName *name) const; InternalNameCollection find_all_vertex_columns() const; InternalNameCollection find_all_vertex_columns(const string &name) const; InternalNameCollection find_all_texcoords() const; InternalNameCollection find_all_texcoords(const string &name) const; Texture *find_texture(const string &name) const; Texture *find_texture(TextureStage *stage) const; TextureCollection find_all_textures() const; TextureCollection find_all_textures(const string &name) const; TextureCollection find_all_textures(TextureStage *stage) const; TextureStage *find_texture_stage(const string &name) const; TextureStageCollection find_all_texture_stages() const; TextureStageCollection find_all_texture_stages(const string &name) const; void unify_texture_stages(TextureStage *stage); Material *find_material(const string &name) const; MaterialCollection find_all_materials() const; MaterialCollection find_all_materials(const string &name) const; void set_material(Material *tex, int priority = 0); void set_material_off(int priority = 0); void clear_material(); bool has_material() const; PT(Material) get_material() const; void set_fog(Fog *fog, int priority = 0); void set_fog_off(int priority = 0); void clear_fog(); bool has_fog() const; bool has_fog_off() const; Fog *get_fog() const; void set_render_mode_wireframe(int priority = 0); void set_render_mode_filled(int priority = 0); void set_render_mode_thickness(float thickness, int priority = 0); void set_render_mode_perspective(bool perspective, int priority = 0); void set_render_mode(RenderModeAttrib::Mode mode, float thickness, int priority = 0); void clear_render_mode(); bool has_render_mode() const; RenderModeAttrib::Mode get_render_mode() const; float get_render_mode_thickness() const; bool get_render_mode_perspective() const; void set_two_sided(bool two_sided, int priority = 0); void clear_two_sided(); bool has_two_sided() const; bool get_two_sided() const; void set_depth_test(bool depth_test, int priority = 0); void clear_depth_test(); bool has_depth_test() const; bool get_depth_test() const; void set_depth_write(bool depth_write, int priority = 0); void clear_depth_write(); bool has_depth_write() const; bool get_depth_write() const; void do_billboard_axis(const NodePath &camera, float offset); void do_billboard_point_eye(const NodePath &camera, float offset); void do_billboard_point_world(const NodePath &camera, float offset); INLINE void set_billboard_axis(float offset = 0.0); INLINE void set_billboard_point_eye(float offset = 0.0); INLINE void set_billboard_point_world(float offset = 0.0); void set_billboard_axis(const NodePath &camera, float offset); void set_billboard_point_eye(const NodePath &camera, float offset); void set_billboard_point_world(const NodePath &camera, float offset); void clear_billboard(); bool has_billboard() const; void set_compass(const NodePath &reference = NodePath()); void clear_compass(); bool has_compass() const; void set_transparency(TransparencyAttrib::Mode mode, int priority = 0); void clear_transparency(); bool has_transparency() const; TransparencyAttrib::Mode get_transparency() const; void set_antialias(unsigned short mode, int priority = 0); void clear_antialias(); bool has_antialias() const; unsigned short get_antialias() const; bool has_audio_volume() const; void clear_audio_volume(); void set_audio_volume(float volume, int priority = 0); void set_audio_volume_off(int priority = 0); float get_audio_volume() const; float get_net_audio_volume() const; INLINE void adjust_all_priorities(int adjustment); // Variants on show and hide INLINE void show(); INLINE void show(DrawMask camera_mask); INLINE void show_through(); INLINE void show_through(DrawMask camera_mask); INLINE void hide(); INLINE void hide(DrawMask camera_mask); INLINE bool is_hidden(DrawMask camera_mask = PandaNode::get_overall_bit()) const; NodePath get_hidden_ancestor(DrawMask camera_mask = PandaNode::get_overall_bit(), Thread *current_thread = Thread::get_current_thread()) const; void stash(int sort = 0, Thread *current_thread = Thread::get_current_thread()); void unstash(int sort = 0, Thread *current_thread = Thread::get_current_thread()); void unstash_all(Thread *current_thread = Thread::get_current_thread()); INLINE bool is_stashed() const; NodePath get_stashed_ancestor(Thread *current_thread = Thread::get_current_thread()) const; INLINE CollideMask get_collide_mask() const; INLINE void set_collide_mask(CollideMask new_mask, CollideMask bits_to_change = CollideMask::all_on(), TypeHandle node_type = TypeHandle::none()); // Comparison methods INLINE bool operator == (const NodePath &other) const; INLINE bool operator != (const NodePath &other) const; INLINE bool operator < (const NodePath &other) const; INLINE int compare_to(const NodePath &other) const; // Miscellaneous bool verify_complete(Thread *current_thread = Thread::get_current_thread()) const; void prepare_scene(GraphicsStateGuardianBase *gsg); void show_bounds(); void show_tight_bounds(); void hide_bounds(); PT(BoundingVolume) get_bounds(Thread *current_thread = Thread::get_current_thread()) const; void force_recompute_bounds(); void write_bounds(ostream &out) const; bool calc_tight_bounds(LPoint3f &min_point, LPoint3f &max_point, Thread *current_thread = Thread::get_current_thread()) const; void analyze() const; int flatten_light(); int flatten_medium(); int flatten_strong(); INLINE void set_tag(const string &key, const string &value); INLINE string get_tag(const string &key) const; INLINE bool has_tag(const string &key) const; INLINE void clear_tag(const string &key); INLINE string get_net_tag(const string &key) const; INLINE bool has_net_tag(const string &key) const; NodePath find_net_tag(const string &key) const; #ifdef HAVE_PYTHON INLINE void set_python_tag(const string &key, PyObject *value); INLINE PyObject *get_python_tag(const string &key) const; INLINE bool has_python_tag(const string &key) const; INLINE void clear_python_tag(const string &key); INLINE PyObject *get_net_python_tag(const string &key) const; INLINE bool has_net_python_tag(const string &key) const; NodePath find_net_python_tag(const string &key) const; #endif // HAVE_PYTHON INLINE void list_tags() const; INLINE void set_name(const string &name); INLINE string get_name() const; bool write_bam_file(const string &filename) const; private: static NodePathComponent * find_common_ancestor(const NodePath &a, const NodePath &b, int &a_count, int &b_count, Thread *current_thread); CPT(RenderState) r_get_net_state(NodePathComponent *comp, Thread *current_thread) const; CPT(RenderState) r_get_partial_state(NodePathComponent *comp, int n, Thread *current_thread) const; CPT(TransformState) r_get_net_transform(NodePathComponent *comp, Thread *current_thread) const; CPT(TransformState) r_get_partial_transform(NodePathComponent *comp, int n, Thread *current_thread) const; CPT(TransformState) r_get_net_prev_transform(NodePathComponent *comp, Thread *current_thread) const; CPT(TransformState) r_get_partial_prev_transform(NodePathComponent *comp, int n, Thread *current_thread) const; void find_matches(NodePathCollection &result, const string &approx_path_str, int max_matches) const; void find_matches(NodePathCollection &result, FindApproxPath &approx_path, int max_matches) const; void find_matches(NodePathCollection &result, FindApproxLevelEntry *level, int max_matches) const; void r_adjust_all_priorities(PandaNode *node, int adjustment); void r_force_recompute_bounds(PandaNode *node); void r_set_collide_mask(PandaNode *node, CollideMask and_mask, CollideMask or_mask, TypeHandle node_type); typedef phash_set InternalNames; bool r_has_vertex_column(PandaNode *node, const InternalName *name) const; void r_find_all_vertex_columns(PandaNode *node, InternalNames &vertex_columns) const; typedef phash_set Textures; Texture *r_find_texture(PandaNode *node, const RenderState *state, const GlobPattern &glob) const; void r_find_all_textures(PandaNode *node, const RenderState *state, Textures &textures) const; Texture *r_find_texture(PandaNode *node, TextureStage *stage) const; void r_find_all_textures(PandaNode *node, TextureStage *stage, Textures &textures) const; typedef phash_set TextureStages; TextureStage *r_find_texture_stage(PandaNode *node, const RenderState *state, const GlobPattern &glob) const; void r_find_all_texture_stages(PandaNode *node, const RenderState *state, TextureStages &texture_stages) const; void r_unify_texture_stages(PandaNode *node, TextureStage *stage); typedef phash_set Materials; Material *r_find_material(PandaNode *node, const RenderState *state, const GlobPattern &glob) const; void r_find_all_materials(PandaNode *node, const RenderState *state, Materials &materials) const; void r_prepare_scene(PandaNode *node, const RenderState *state, PreparedGraphicsObjects *prepared_objects); PT(NodePathComponent) _head; int _backup_key; ErrorType _error_type; static int _max_search_depth; public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { register_type(_type_handle, "NodePath"); } private: static TypeHandle _type_handle; friend class NodePathCollection; friend class WorkingNodePath; friend class WeakNodePath; }; INLINE ostream &operator << (ostream &out, const NodePath &node_path); #include "nodePath.I" #endif