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709 lines
24 KiB
C++
709 lines
24 KiB
C++
// Filename: characterMaker.cxx
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// Created by: drose (06Mar02)
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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 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "characterMaker.h"
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#include "eggLoader.h"
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#include "config_egg2pg.h"
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#include "eggBinner.h"
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#include "computedVertices.h"
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#include "eggGroup.h"
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#include "eggPrimitive.h"
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#include "eggBin.h"
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#include "partGroup.h"
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#include "characterJoint.h"
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#include "characterJointBundle.h"
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#include "characterSlider.h"
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#include "character.h"
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#include "geomNode.h"
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#include "transformState.h"
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#include "eggSurface.h"
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#include "eggCurve.h"
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#include "modelNode.h"
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#include "characterVertexSlider.h"
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#include "jointVertexTransform.h"
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#include "userVertexTransform.h"
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::Construtor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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CharacterMaker::
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CharacterMaker(EggGroup *root, EggLoader &loader)
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: _loader(loader), _egg_root(root) {
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_character_node = new Character(_egg_root->get_name());
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_bundle = _character_node->get_bundle();
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_morph_root = (PartGroup *)NULL;
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_skeleton_root = new PartGroup(_bundle, "<skeleton>");
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_node
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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Character *CharacterMaker::
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make_node() {
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make_bundle();
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_character_node->_parts = _parts;
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return _character_node;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::get_name
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// Access: Public
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// Description: Returns the name of the character.
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////////////////////////////////////////////////////////////////////
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string CharacterMaker::
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get_name() const {
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return _egg_root->get_name();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::egg_to_part
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// Access: Public
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// Description: Returns the PartGroup node associated with the given
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// egg node. If the egg node is not a node in the
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// character's hierarchy, returns the top of the
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// character's hierarchy.
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////////////////////////////////////////////////////////////////////
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PartGroup *CharacterMaker::
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egg_to_part(EggNode *egg_node) const {
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int index = egg_to_index(egg_node);
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if (index < 0) {
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// If there's a reference to the geometry outside of the
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// character, just return the root of the character.
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return _bundle;
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}
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nassertr(index < (int)_parts.size(), NULL);
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return _parts[index];
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::egg_to_transform
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// Access: Public
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// Description: Returns a JointVertexTransform suitable for
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// applying the animation associated with the given
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// egg node (which should be a joint). Returns an
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// identity transform if the egg node is not a joint in
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// the character's hierarchy.
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////////////////////////////////////////////////////////////////////
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VertexTransform *CharacterMaker::
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egg_to_transform(EggNode *egg_node) {
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int index = egg_to_index(egg_node);
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if (index < 0) {
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// Not a joint in the hierarchy.
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return get_identity_transform();
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}
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VertexTransforms::iterator vi = _vertex_transforms.find(index);
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if (vi != _vertex_transforms.end()) {
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return (*vi).second;
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}
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PartGroup *part = _parts[index];
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CharacterJoint *joint;
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DCAST_INTO_R(joint, part, get_identity_transform());
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PT(VertexTransform) vt = new JointVertexTransform(joint);
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_vertex_transforms[index] = vt;
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return vt;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::egg_to_index
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// Access: Public
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// Description: Returns the index number associated with the
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// PartGroup node for the given egg node, or -1.
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////////////////////////////////////////////////////////////////////
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int CharacterMaker::
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egg_to_index(EggNode *egg_node) const {
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NodeMap::const_iterator nmi = _node_map.find(egg_node);
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if (nmi == _node_map.end()) {
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return -1;
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}
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return (*nmi).second;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::part_to_node
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// Access: Public
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// Description: Returns the scene graph node associated with the
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// given PartGroup node, if there is one. If the
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// PartGroup does not have an associated node, returns
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// the character's top node.
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////////////////////////////////////////////////////////////////////
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PandaNode *CharacterMaker::
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part_to_node(PartGroup *part, const string &name) const {
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PandaNode *node = _character_node;
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if (part->is_of_type(CharacterJoint::get_class_type())) {
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CharacterJoint *joint = DCAST(CharacterJoint, part);
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if (joint->_geom_node != (PandaNode *)NULL) {
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node = joint->_geom_node;
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}
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}
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if (use_qpgeom) {
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// We should always return a GeomNode, so that all polysets
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// created at the same level will get added into the same
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// GeomNode. Look for a child of this node. If it doesn't have a
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// child yet, add a GeomNode and return it. Otherwise, if it
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// already has a child, return that.
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if (node->is_geom_node() &&
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(name.empty() || node->get_name() == name)) {
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return node;
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}
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for (int i = 0; i < node->get_num_children(); i++) {
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PandaNode *child = node->get_child(i);
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if (child->is_geom_node() &&
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(name.empty() || child->get_name() == name)) {
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return child;
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}
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}
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PT(GeomNode) geom_node = new GeomNode(name);
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node->add_child(geom_node);
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return geom_node;
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} else {
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// In the original Geom implementation, a node is a node.
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return node;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::create_slider
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// Access: Public
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// Description: Creates a new morph slider of the given name, and
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// returns its index. This is actually called by
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// ComputedVerticesMaker, which is responsible for
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// identifying all the unique morph target names.
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////////////////////////////////////////////////////////////////////
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int CharacterMaker::
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create_slider(const string &name) {
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if (_morph_root == (PartGroup *)NULL) {
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_morph_root = new PartGroup(_bundle, "morph");
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}
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CharacterSlider *slider = new CharacterSlider(_morph_root, name);
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int index = _parts.size();
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_parts.push_back(slider);
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return index;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::egg_to_slider
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// Access: Public
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// Description: Returns the VertexSlider corresponding to the
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// indicated egg slider name.
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////////////////////////////////////////////////////////////////////
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VertexSlider *CharacterMaker::
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egg_to_slider(const string &name) {
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VertexSliders::iterator vi = _vertex_sliders.find(name);
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if (vi != _vertex_sliders.end()) {
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return (*vi).second;
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}
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int index = create_slider(name);
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PT(VertexSlider) slider =
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new CharacterVertexSlider(DCAST(CharacterSlider, _parts[index]));
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_vertex_sliders[name] = slider;
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return slider;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_bundle
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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CharacterJointBundle *CharacterMaker::
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make_bundle() {
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build_joint_hierarchy(_egg_root, _skeleton_root);
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_bundle->sort_descendants();
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if (use_qpgeom) {
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// The new, experimental Geom system.
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make_qpgeometry(_egg_root);
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} else {
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// The old Geom system.
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make_geometry(_egg_root);
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_character_node->_computed_vertices =
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_comp_verts_maker.make_computed_vertices(_character_node, *this);
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}
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parent_joint_nodes(_skeleton_root);
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return _bundle;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::build_hierarchy
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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build_joint_hierarchy(EggNode *egg_node, PartGroup *part) {
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int index = -1;
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if (egg_node->is_of_type(EggGroup::get_class_type())) {
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EggGroup *egg_group = DCAST(EggGroup, egg_node);
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// Each joint we come across is significant, and gets added to the
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// hierarchy. Non-joints we encounter are ignored.
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if (egg_group->get_group_type() == EggGroup::GT_joint) {
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// We need to get the transform of the joint, and then convert
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// it to single-precision.
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LMatrix4d matd;
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if (egg_group->has_transform()) {
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matd = egg_group->get_transform();
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} else {
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matd = LMatrix4d::ident_mat();
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}
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LMatrix4f matf = LCAST(float, matd);
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CharacterJoint *joint =
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new CharacterJoint(part, egg_group->get_name(), matf);
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index = _parts.size();
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_parts.push_back(joint);
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if (egg_group->get_dcs_type() != EggGroup::DC_none) {
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// If the joint requested an explicit DCS, create a node for
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// it.
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PT(ModelNode) geom_node = new ModelNode(egg_group->get_name());
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geom_node->set_preserve_transform(ModelNode::PT_local);
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joint->_geom_node = geom_node.p();
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}
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part = joint;
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}
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EggGroup::const_iterator ci;
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for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
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build_joint_hierarchy((*ci), part);
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}
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}
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_node_map[egg_node] = index;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::parent_joint_nodes
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// Access: Private
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// Description: Walks the joint hierarchy, and parents any explicit
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// nodes created for the joints under the character
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// node.
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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parent_joint_nodes(PartGroup *part) {
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if (part->is_of_type(CharacterJoint::get_class_type())) {
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CharacterJoint *joint = DCAST(CharacterJoint, part);
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PandaNode *joint_node = joint->_geom_node;
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if (joint_node != NULL) {
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_character_node->add_child(joint_node);
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joint->add_net_transform(joint_node);
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joint_node->set_transform(TransformState::make_mat(joint->_net_transform));
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}
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}
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for (int i = 0; i < part->get_num_children(); i++) {
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parent_joint_nodes(part->get_child(i));
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_geometry
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_geometry(EggNode *egg_node) {
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if (egg_node->is_of_type(EggPrimitive::get_class_type())) {
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EggPrimitive *egg_primitive = DCAST(EggPrimitive, egg_node);
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if (!egg_primitive->empty()) {
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EggGroupNode *prim_home = determine_primitive_home(egg_primitive);
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if (prim_home == (EggGroupNode *)NULL &&
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(egg_primitive->is_of_type(EggSurface::get_class_type()) ||
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egg_primitive->is_of_type(EggCurve::get_class_type()))) {
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// If the primitive would be dynamic but is a parametric
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// primitive, we can't animate it anyway, so just put the
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// whole thing under the primitive's parent node.
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prim_home = egg_primitive->get_parent();
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}
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if (prim_home == (EggGroupNode *)NULL) {
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// This is a totally dynamic primitive that lives under the
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// character's node.
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make_dynamic_primitive(egg_primitive, _egg_root);
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} else {
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// This is a static primitive that lives under a particular
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// node.
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make_static_primitive(egg_primitive, prim_home);
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}
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}
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}
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if (egg_node->is_of_type(EggGroupNode::get_class_type())) {
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EggGroupNode *egg_group = DCAST(EggGroupNode, egg_node);
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EggGroupNode::const_iterator ci;
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for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
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make_geometry(*ci);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_qpgeometry
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// Access: Private
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// Description: Walks the hierarchy, looking for bins that represent
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// polysets, which are to be animated with the
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// character. Invokes the egg loader to create the
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// animated geometry.
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//
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// This is part of the experimental Geom rewrite.
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_qpgeometry(EggNode *egg_node) {
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if (egg_node->is_of_type(EggBin::get_class_type())) {
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EggBin *egg_bin = DCAST(EggBin, egg_node);
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if (!egg_bin->empty() &&
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egg_bin->get_bin_number() == EggBinner::BN_polyset) {
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EggGroupNode *bin_home = determine_bin_home(egg_bin);
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bool is_dynamic;
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if (bin_home == (EggGroupNode *)NULL) {
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// This is a dynamic polyset that lives under the character's
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// root node.
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bin_home = _egg_root;
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is_dynamic = true;
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} else {
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// This is a totally static polyset that is parented under
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// some animated joint node.
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is_dynamic = false;
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}
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PandaNode *parent = part_to_node(egg_to_part(bin_home), egg_bin->get_name());
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LMatrix4d transform =
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egg_bin->get_vertex_frame() *
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bin_home->get_node_frame_inv();
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_loader.make_polyset(egg_bin, parent, &transform, is_dynamic,
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this);
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}
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}
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if (egg_node->is_of_type(EggGroupNode::get_class_type())) {
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EggGroupNode *egg_group = DCAST(EggGroupNode, egg_node);
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EggGroupNode::const_iterator ci;
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for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
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make_qpgeometry(*ci);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_static_primitive
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_static_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) {
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PandaNode *node = part_to_node(egg_to_part(prim_home), string());
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// We need this funny transform to convert from the coordinate
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// space of the original vertices to that of the new joint node.
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LMatrix4d transform =
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egg_primitive->get_vertex_frame() *
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prim_home->get_node_frame_inv();
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_loader.make_nonindexed_primitive(egg_primitive, node, &transform,
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_comp_verts_maker);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::make_dynamic_primitive
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void CharacterMaker::
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make_dynamic_primitive(EggPrimitive *egg_primitive, EggGroupNode *prim_home) {
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PandaNode *node = part_to_node(egg_to_part(prim_home), string());
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LMatrix4d transform =
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egg_primitive->get_vertex_frame() *
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prim_home->get_node_frame_inv();
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_loader.make_indexed_primitive(egg_primitive, node, &transform,
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_comp_verts_maker);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CharacterMaker::determine_primitive_home
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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EggGroupNode *CharacterMaker::
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determine_primitive_home(EggPrimitive *egg_primitive) {
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// A primitive's vertices may be referenced by any joint in the
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// character. Or, the primitive itself may be explicitly placed
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// under a joint.
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// If any of the vertices are referenced by multiple joints, or if
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// any two vertices are referenced by different joints, then the
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// entire primitive must be considered dynamic. (We'll indicate a
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// dynamic primitive by returning NULL.)
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// We need to keep track of the one joint we've encountered so far,
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// to see if all the vertices are referenced by the same joint.
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EggGroupNode *home = NULL;
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EggPrimitive::const_iterator vi;
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for (vi = egg_primitive->begin();
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vi != egg_primitive->end();
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++vi) {
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EggVertex *vertex = (*vi);
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if (vertex->gref_size() > 1) {
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// This vertex is referenced by multiple joints; the primitive
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// is dynamic.
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return NULL;
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}
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if (!vertex->_dxyzs.empty() ||
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!vertex->_dnormals.empty() ||
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!vertex->_drgbas.empty()) {
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// This vertex has some morph slider definitions; therefore, the
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// primitive is dynamic.
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return NULL;
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}
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EggVertex::const_uv_iterator uvi;
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for (uvi = vertex->uv_begin(); uvi != vertex->uv_end(); ++uvi) {
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if (!(*uvi)->_duvs.empty()) {
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// Ditto: the vertex has some UV morphs; therefore the
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// primitive is dynamic.
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return NULL;
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}
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}
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EggGroupNode *vertex_home;
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if (vertex->gref_size() == 0) {
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// This vertex is not referenced at all, which means it belongs
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// right where it is.
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vertex_home = egg_primitive->get_parent();
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} else {
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nassertr(vertex->gref_size() == 1, NULL);
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// This vertex is referenced exactly once.
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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_type() == EggGroup::DC_none) {
|
|
// 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: CharacterMaker::determine_bin_home
|
|
// Access: Private
|
|
// Description: Examines the joint assignment of the vertices of all
|
|
// of the primitives within this bin to determine which
|
|
// parent node the bin's polyset should be created
|
|
// under.
|
|
////////////////////////////////////////////////////////////////////
|
|
EggGroupNode *CharacterMaker::
|
|
determine_bin_home(EggBin *egg_bin) {
|
|
// 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, in any primitive, are referenced by
|
|
// multiple joints, or if any two vertices are referenced by
|
|
// different joints, then the entire bin must be considered dynamic.
|
|
// (We'll indicate a dynamic bin 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;
|
|
|
|
EggGroupNode::const_iterator ci;
|
|
for (ci = egg_bin->begin(); ci != egg_bin->end(); ++ci) {
|
|
CPT(EggPrimitive) egg_primitive = DCAST(EggPrimitive, (*ci));
|
|
|
|
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;
|
|
}
|
|
|
|
if (!vertex->_dxyzs.empty() ||
|
|
!vertex->_dnormals.empty() ||
|
|
!vertex->_drgbas.empty()) {
|
|
// This vertex has some morph slider definitions; therefore, the
|
|
// primitive is dynamic.
|
|
return NULL;
|
|
}
|
|
EggVertex::const_uv_iterator uvi;
|
|
for (uvi = vertex->uv_begin(); uvi != vertex->uv_end(); ++uvi) {
|
|
if (!(*uvi)->_duvs.empty()) {
|
|
// Ditto: the vertex has some UV morphs; therefore 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
|
|
// eliminate invalid primitives before we begin, so all primitives
|
|
// should have vertices, and all bins should have primitives.
|
|
nassertr(home != NULL, NULL);
|
|
|
|
// So, all the vertices are assigned to the same group. This means
|
|
// all the primitives in the bin belong 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_type() == EggGroup::DC_none) {
|
|
// If we have rigid geometry that is assigned to a joint without a
|
|
// <DCS> flag, which means the joint didn't get created as its own
|
|
// node, go ahead and make an implicit node for the joint.
|
|
|
|
// The alternative is to return NULL to treat the geometry as
|
|
// dynamic (and animate it by animating its vertices), but display
|
|
// lists and vertex buffers will perform better if as much
|
|
// geometry as possible is rigid.
|
|
CharacterJoint *joint;
|
|
DCAST_INTO_R(joint, egg_to_part(egg_group), home);
|
|
egg_group->set_dcs_type(EggGroup::DC_default);
|
|
|
|
PT(PandaNode) geom_node = new PandaNode(egg_group->get_name());
|
|
joint->_geom_node = geom_node;
|
|
}
|
|
|
|
return home;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: CharacterMaker::get_identity_transform
|
|
// Access: Private
|
|
// Description: Returns a VertexTransform that represents the root of
|
|
// the character--it never animates.
|
|
////////////////////////////////////////////////////////////////////
|
|
VertexTransform *CharacterMaker::
|
|
get_identity_transform() {
|
|
if (_identity_transform == (VertexTransform *)NULL) {
|
|
_identity_transform = new UserVertexTransform("root");
|
|
}
|
|
return _identity_transform;
|
|
}
|