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120 lines
4.5 KiB
Plaintext
120 lines
4.5 KiB
Plaintext
// Filename: animChannel.I
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// Created by: drose (22Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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TypeHandle AnimChannel<SwitchType>::_type_handle;
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// We don't need to explicitly call AnimChannel::init_type(), because
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// it is an abstract class and therefore must have derived objects.
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// Its derived objects will call init_type() for us.
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////////////////////////////////////////////////////////////////////
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// Function: AnimChannel::Protected constructor
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// Access: Protected
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// Description: Don't use this constructor. It exists only so that
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// AnimChannelFixed may define itself outside of the
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// hierarchy. Normally, an AnimChannel must be created
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// as part of a hierarchy.
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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INLINE AnimChannel<SwitchType>::
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AnimChannel(const string &name)
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: AnimChannelBase(name) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: AnimChannel::Constructor
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// Access: Public
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// Description: This is the normal constructor, which automatically
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// places the AnimChannel in the previously-created
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// hierarchy.
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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INLINE AnimChannel<SwitchType>::
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AnimChannel(AnimGroup *parent, const string &name)
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: AnimChannelBase(parent, name) {
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}
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#ifdef WIN32_VC
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////////////////////////////////////////////////////////////////////
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// Function: AnimChannel::get_value
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// Access: Public, Virtual
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// Description: Gets the value of the channel at the indicated frame.
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// This is a pure virtual function and normally would
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// not need a function body, except that VC++ seems to
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// be unhappy about instantiating the template without
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// it.
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//
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// However, GCC seems to get confused when it *is*
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// defined. So this whole thing is protected within an
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// ifdef.
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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void AnimChannel<SwitchType>::
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get_value(int, TYPENAME AnimChannel<SwitchType>::ValueType &) {
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}
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#endif
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////////////////////////////////////////////////////////////////////
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// Function: AnimChannel::get_value_no_scale
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// Access: Public, Virtual
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// Description: Returns the value associated with the current frame,
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// with no scale components. This only makes sense for
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// a matrix-type channel, although for fiddly technical
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// reasons the function exists for all channels.
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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void AnimChannel<SwitchType>::
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get_value_no_scale(int frame, ValueType &value) {
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get_value(frame, value);
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}
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////////////////////////////////////////////////////////////////////
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// Function: AnimChannel::get_scale
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// Access: Public, Virtual
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// Description: Returns the x, y, and z scale components associated
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// with the current frame. As above, this only makes
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// sense for a matrix-type channel.
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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void AnimChannel<SwitchType>::
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get_scale(int, float scale[3]) {
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scale[0] = 1.0f;
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scale[1] = 1.0f;
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scale[2] = 1.0f;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AnimChannel::get_value_type
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// Access: Public, Virtual
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// Description: Returns the TypeHandle associated with the ValueType
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// we return. This is provided to allow a bit of
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// run-time checking that joints and channels are
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// matching properly in type.
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////////////////////////////////////////////////////////////////////
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template<class SwitchType>
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TypeHandle AnimChannel<SwitchType>::
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get_value_type() const {
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return get_type_handle(ValueType);
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}
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