panda3d/panda/src/pgraph/nodePath.h
2004-07-30 18:59:42 +00:00

766 lines
30 KiB
C++

// 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 "texGenAttrib.h"
#include "nodePathComponent.h"
#include "pointerTo.h"
#include "referenceCount.h"
#include "notify.h"
#include "typedObject.h"
class NodePathCollection;
class FindApproxPath;
class FindApproxLevelEntry;
class Light;
class PolylightNode;
class Texture;
class TextureStage;
class TextureCollection;
class TextureStageCollection;
class Material;
class Fog;
class GlobPattern;
class PreparedGraphicsObjects;
//
// 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);
INLINE NodePath(PandaNode *node);
INLINE static NodePath any_path(PandaNode *node);
INLINE NodePath(const NodePath &parent, PandaNode *child_node);
INLINE NodePath(const NodePath &copy);
INLINE void operator = (const NodePath &copy);
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() const;
int get_num_nodes() const;
PandaNode *get_node(int index) const;
INLINE ErrorType get_error_type() const;
PandaNode *get_top_node() const;
NodePath get_top() const;
INLINE PandaNode *node() const;
INLINE int get_key() const;
INLINE bool is_same_graph(const NodePath &other) const;
// Methods that return collections of NodePaths derived from or
// related to this one.
NodePathCollection get_children() const;
INLINE int get_num_children() const;
INLINE NodePath get_child(int n) const;
NodePathCollection get_stashed_children() const;
INLINE bool has_parent() const;
INLINE NodePath get_parent() const;
int get_sort() 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);
void wrt_reparent_to(const NodePath &other, int sort = 0);
NodePath instance_to(const NodePath &other, int sort = 0) const;
NodePath instance_under_node(const NodePath &other, const string &name,
int sort = 0) const;
NodePath copy_to(const NodePath &other, int sort = 0) const;
NodePath attach_new_node(PandaNode *node, int sort = 0) const;
INLINE NodePath attach_new_node(const string &name, int sort = 0) const;
void remove_node();
void detach_node();
// 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.
INLINE const RenderState *get_state() const;
INLINE void set_state(const RenderState *state);
CPT(RenderState) get_state(const NodePath &other) const;
void set_state(const NodePath &other, const RenderState *state);
INLINE CPT(RenderState) get_net_state() const;
INLINE const TransformState *get_transform() const;
INLINE void clear_transform();
INLINE void set_transform(const TransformState *transform);
CPT(TransformState) get_transform(const NodePath &other) const;
INLINE void clear_transform(const NodePath &other);
void set_transform(const NodePath &other, const TransformState *transform);
INLINE CPT(TransformState) get_net_transform() const;
INLINE const TransformState *get_prev_transform() const;
INLINE void set_prev_transform(const TransformState *transform);
CPT(TransformState) get_prev_transform(const NodePath &other) const;
void set_prev_transform(const NodePath &other, const TransformState *transform);
INLINE CPT(TransformState) get_net_prev_transform() 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);
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);
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);
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);
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);
const 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_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(Light *light, int priority = 0);
void set_light(PolylightNode *light);
void set_light(const NodePath &light, int priority = 0);
void set_light_off(int priority = 0);
void set_light_off(Light *light, int priority = 0);
void set_light_off(const NodePath &light, int priority = 0);
void clear_light();
void clear_light(Light *light);
void clear_light(PolylightNode *light);
void clear_light(const NodePath &light);
bool has_light(Light *light) const;
bool has_light(PolylightNode *light) const;
bool has_light(const NodePath &light) const;
bool has_light_off() const;
bool has_light_off(Light *light) const;
bool has_light_off(const NodePath &light) 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_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, const LVecBase2f &uv);
INLINE void set_tex_offset(TextureStage *stage, float u, float v);
INLINE void set_tex_rotate(TextureStage *stage, float r);
INLINE void set_tex_scale(TextureStage *stage, const LVecBase2f &scale);
INLINE void set_tex_scale(TextureStage *stage, float su, float sv);
INLINE LVecBase2f get_tex_offset(TextureStage *stage) const;
INLINE float get_tex_rotate(TextureStage *stage) const;
INLINE LVecBase2f get_tex_scale(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, const LVecBase2f &uv);
INLINE void set_tex_offset(const NodePath &other, TextureStage *stage, float u, float v);
INLINE void set_tex_rotate(const NodePath &other, TextureStage *stage, float r);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase2f &scale);
INLINE void set_tex_scale(const NodePath &other, TextureStage *stage, float su, float sv);
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;
void set_tex_gen(TextureStage *stage, TexGenAttrib::Mode mode, int priority = 0);
void clear_tex_gen();
void clear_tex_gen(TextureStage *stage);
bool has_tex_gen(TextureStage *stage) const;
TexGenAttrib::Mode get_tex_gen(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);
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);
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 clear_render_mode();
bool has_render_mode() 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;
#if 0
void set_alpha_test(RenderAttrib::PandaCompareFunc alpha_test_mode,float reference_alpha,int priority = 0);
void clear_alpha_test();
bool has_alpha_test() const;
bool get_alpha_test() const;
#endif
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(bool transparency, int priority = 0);
void clear_transparency();
bool has_transparency() const;
bool get_transparency() const;
INLINE void adjust_all_priorities(int adjustment);
// Variants on show and hide
INLINE void show();
INLINE void show(DrawMask camera_mask);
INLINE void hide();
INLINE void hide(DrawMask camera_mask);
INLINE bool is_hidden(DrawMask camera_mask = DrawMask::all_on()) const;
NodePath get_hidden_ancestor(DrawMask camera_mask = DrawMask::all_on()) const;
void stash(int sort = 0);
void unstash(int sort = 0);
void unstash_all();
INLINE bool is_stashed() const;
NodePath get_stashed_ancestor() const;
// Comparison methods
INLINE bool operator == (const NodePath &other) const;
INLINE bool operator != (const NodePath &other) const;
INLINE bool operator < (const NodePath &other) const;
int compare_to(const NodePath &other) const;
// Miscellaneous
bool verify_complete() const;
void prepare_scene(GraphicsStateGuardianBase *gsg);
void show_bounds();
void hide_bounds();
PT(BoundingVolume) get_bounds() const;
void force_recompute_bounds();
void write_bounds(ostream &out) const;
bool calc_tight_bounds(LPoint3f &min_point, LPoint3f &max_point);
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;
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);
CPT(RenderState) r_get_net_state(NodePathComponent *comp) const;
CPT(RenderState) r_get_partial_state(NodePathComponent *comp, int n) const;
CPT(TransformState) r_get_net_transform(NodePathComponent *comp) const;
CPT(TransformState) r_get_partial_transform(NodePathComponent *comp, int n) const;
CPT(TransformState) r_get_net_prev_transform(NodePathComponent *comp) const;
CPT(TransformState) r_get_partial_prev_transform(NodePathComponent *comp, int n) 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);
typedef pset<Texture *> 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 pset<TextureStage *> 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);
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;
};
INLINE ostream &operator << (ostream &out, const NodePath &node_path);
#include "nodePath.I"
#endif