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554 lines
21 KiB
C++
554 lines
21 KiB
C++
// Filename: qpnodePath.h
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// Created by: drose (25Feb02)
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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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#ifndef qpNODEPATH_H
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#define qpNODEPATH_H
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#include "pandabase.h"
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#include "pandaNode.h"
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#include "renderState.h"
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#include "transformState.h"
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#include "qpnodePathComponent.h"
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#include "pointerTo.h"
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#include "referenceCount.h"
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#include "notify.h"
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#include "typedObject.h"
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class qpNodePathCollection;
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class TextureCollection;
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class qpFindApproxLevel;
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class qpFindApproxPath;
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class Texture;
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class Material;
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class qpFog;
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class GlobPattern;
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//
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// A NodePath is the fundamental unit of high-level interaction with
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// the scene graph. It encapsulates the complete path down to a node
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// from some other node, usually the root of the scene graph. This is
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// used to resolve ambiguities associated with instancing.
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//
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// NodePath also contains a number of handy high-level methods for
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// common scene-graph manipulations, such as reparenting, and common
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// state changes, such as repositioning.
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//
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// There are also a number of NodePath methods for finding nodes deep
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// within the tree by name or by type. These take a path string,
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// which at its simplest consists of a series of node names separated
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// by slashes, like a directory pathname.
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//
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// Each component of the path string may optionally consist of one of
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// the following special names, instead of a node name:
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//
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// * -- matches exactly one node, with any name.
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// ** -- matches any sequence of zero or more nodes.
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// +typename -- matches any node that is or derives from the given type.
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// -typename -- matches any node that is the given type exactly.
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//
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// Furthermore, a node name may itself contain standard filename
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// globbing characters, like *, ?, and [a-z], that will be accepted as
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// a partial match. (In fact, the '*' special name may be seen as
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// just a special case of this.) The globbing characters may not be
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// used with the typename matches.
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//
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// The special characters "@@", appearing at the beginning of a node
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// name, indicate a stashed node. Normally, stashed nodes are not
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// returned by a find (but see the special flags, below), but a
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// stashed node may be found if it is explicitly named with its
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// leading @@ characters. By extension, "@@*" may be used to identify
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// any stashed node.
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//
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// Examples:
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//
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// "room//graph" will look for a node named "graph", which is a child
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// of an unnamed node, which is a child of a node named "room", which
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// is a child of the starting path.
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//
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// "**/red*" will look for any node anywhere in the tree (below the
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// starting path) with a name that begins with "red".
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//
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// "**/+PartBundleNode/**/head" will look for a node named "head",
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// somewhere below a PartBundleNode anywhere in the tree.
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//
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//
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// The search is always potentially ambiguous, even if the special
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// wildcard operators are not used, because there may be multiple
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// nodes in the tree with the same name. In general, in the case of
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// an ambiguity, the shortest path is preferred; when a method (such
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// as extend_by) must choose only only one of several possible paths,
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// it will choose the shortest available; on the other hand, when a
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// method (such as find_all_matches) is to return all of the matching
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// paths, it will sort them so that the shortest paths appear first in
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// the output.
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//
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//
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// Special flags. The entire string may optionally be followed by the
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// ";" character, followed by one or more of the following special
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// control flags, with no intervening spaces or punctuation:
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//
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// -h Do not return hidden nodes.
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// +h Do return hidden nodes.
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// -s Do not return stashed nodes unless explicitly referenced with @@.
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// +s Return stashed nodes even without any explicit @@ characters.
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//
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// The default flags are +h-s.
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//
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////////////////////////////////////////////////////////////////////
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// Class : NodePath
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// Description : NodePath is the fundamental system for disambiguating
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// instances, and also provides a higher-level interface
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// for manipulating the scene graph.
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//
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// A NodePath is a list of connected nodes from the root
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// of the graph to any sub-node. Each NodePath
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// therefore unqiuely describes one instance of a node.
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//
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// NodePaths themselves are lightweight objects that may
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// easily be copied and passed by value. Their data is
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// stored as a series of NodePathComponents that are
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// stored on the nodes. Holding a NodePath will keep a
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// reference count to all the nodes in the path.
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// However, if any node in the path is removed or
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// reparented (perhaps through a different NodePath),
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// the NodePath will automatically be updated to reflect
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// the changes.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA qpNodePath {
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PUBLISHED:
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// This enumeration is returned by get_error_type() for an empty
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// qpNodePath to report the reason it's empty.
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enum ErrorType {
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ET_ok = 0, // i.e. not empty, or never assigned to anything.
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ET_not_found, // returned from a failed find() or similar function.
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ET_removed, // remove_node() was previously called on this qpNodePath.
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ET_fail, // general failure return from some function.
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// Also see qpNodePathComponent::_next_key, which initializes
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// itself to the last enumerated type here plus one.
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};
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INLINE qpNodePath();
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INLINE qpNodePath(const string &top_node_name);
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INLINE qpNodePath(PandaNode *top_node);
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INLINE qpNodePath(const qpNodePath ©);
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INLINE qpNodePath(const qpNodePath &parent, PandaNode *child_node);
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INLINE void operator = (const qpNodePath ©);
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INLINE static qpNodePath not_found();
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INLINE static qpNodePath removed();
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INLINE static qpNodePath fail();
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INLINE static void set_max_search_depth(int max_search_depth);
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INLINE static int get_max_search_depth();
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// Methods to query a qpNodePath's contents.
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INLINE bool is_empty() const;
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INLINE bool is_singleton() const;
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int get_num_nodes() const;
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PandaNode *get_node(int index) const;
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INLINE ErrorType get_error_type() const;
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PandaNode *get_top_node() const;
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INLINE PandaNode *node() const;
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INLINE int get_key() const;
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// Methods that return collections of NodePaths derived from or
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// related to this one.
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qpNodePathCollection get_children() const;
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INLINE int get_num_children() const;
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INLINE qpNodePath get_child(int n) const;
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INLINE bool has_parent() const;
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INLINE qpNodePath get_parent() const;
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qpNodePath find(const string &path) const;
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qpNodePathCollection find_all_matches(const string &path) const;
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qpNodePathCollection find_all_paths_to(PandaNode *node) const;
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// Methods that actually move nodes around in the scene graph. The
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// optional "sort" parameter can be used to force a particular
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// ordering between sibling nodes, useful when dealing with LOD's
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// and similar switch nodes. If the sort value is the same, nodes
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// will be arranged in the order they were added.
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void reparent_to(const qpNodePath &other, int sort = 0);
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void wrt_reparent_to(const qpNodePath &other, int sort = 0);
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qpNodePath instance_to(const qpNodePath &other, int sort = 0) const;
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qpNodePath instance_under_node(const qpNodePath &other, const string &name,
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int sort = 0) const;
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qpNodePath copy_to(const qpNodePath &other, int sort = 0) const;
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qpNodePath attach_new_node(PandaNode *node, int sort = 0) const;
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INLINE qpNodePath attach_new_node(const string &name, int sort = 0) const;
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void remove_node();
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// Handy ways to look at what's there, and other miscellaneous
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// operations.
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void output(ostream &out) const;
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INLINE void ls() const;
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INLINE void ls(ostream &out, int indent_level = 0) const;
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INLINE void ls_transitions() const;
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INLINE void ls_transforms() const;
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// Aggregate transform and state information.
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INLINE CPT(RenderState) get_state() const;
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INLINE void set_state(const RenderState *state) const;
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CPT(RenderState) get_state(const qpNodePath &other) const;
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void set_state(const qpNodePath &other, const RenderState *state) const;
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INLINE CPT(RenderState) get_net_state() const;
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INLINE CPT(TransformState) get_transform() const;
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INLINE void set_transform(const TransformState *transform) const;
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CPT(TransformState) get_transform(const qpNodePath &other) const;
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void set_transform(const qpNodePath &other, const TransformState *transform) const;
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INLINE CPT(TransformState) get_net_transform() const;
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// Methods that get and set the matrix transform: pos, hpr, scale,
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// in the local coordinate system.
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INLINE void set_pos(float x, float y, float z);
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void set_pos(const LVecBase3f &pos);
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void set_x(float x);
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void set_y(float y);
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void set_z(float z);
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LPoint3f get_pos() const;
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INLINE float get_x() const;
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INLINE float get_y() const;
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INLINE float get_z() const;
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INLINE void set_hpr(float h, float p, float r);
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void set_hpr(const LVecBase3f &hpr);
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void set_h(float h);
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void set_p(float p);
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void set_r(float r);
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LVecBase3f get_hpr() const;
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LVecBase3f get_hpr(float roll) const;
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INLINE float get_h() const;
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INLINE float get_p() const;
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INLINE float get_r() const;
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INLINE void set_scale(float scale);
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INLINE void set_scale(float sx, float sy, float sz);
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void set_scale(const LVecBase3f &scale);
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void set_sx(float sx);
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void set_sy(float sy);
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void set_sz(float sz);
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LVecBase3f get_scale() const;
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INLINE float get_sx() const;
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INLINE float get_sy() const;
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INLINE float get_sz() const;
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INLINE void set_pos_hpr(float x, float y, float z,
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float h, float p, float r);
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void set_pos_hpr(const LVecBase3f &pos,
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const LVecBase3f &hpr);
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INLINE void set_hpr_scale(float h, float p, float r,
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float sx, float sy, float sz);
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void set_hpr_scale(const LVecBase3f &hpr,
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const LVecBase3f &scale);
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INLINE void set_pos_hpr_scale(float x, float y, float z,
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float h, float p, float r,
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float sx, float sy, float sz);
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void set_pos_hpr_scale(const LVecBase3f &pos,
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const LVecBase3f &hpr,
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const LVecBase3f &scale);
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void set_mat(const LMatrix4f &mat);
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INLINE void clear_mat();
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INLINE bool has_mat() const;
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INLINE const LMatrix4f &get_mat() const;
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INLINE bool has_color_scale() const;
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INLINE void clear_color_scale();
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void set_color_scale(const LVecBase4f &scale);
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INLINE void set_color_scale(float sx, float sy, float sz, float sa);
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INLINE void set_sr(float sr);
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INLINE void set_sg(float sg);
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INLINE void set_sb(float sb);
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INLINE void set_sa(float sa);
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const LVecBase4f &get_color_scale() const;
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INLINE float get_sr() const;
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INLINE float get_sg() const;
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INLINE float get_sb() const;
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INLINE float get_sa() const;
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INLINE void look_at(float x, float y, float z);
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void look_at(const LPoint3f &point, const LVector3f &up = LVector3f::up());
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INLINE void heads_up(float x, float y, float z);
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void heads_up(const LPoint3f &point, const LVector3f &up = LVector3f::up());
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// Methods that get and set the matrix transforms relative to some
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// other node in the scene graph. These perform an implicit wrt().
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INLINE void set_pos(const qpNodePath &other, float x, float y, float z);
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void set_pos(const qpNodePath &other, const LVecBase3f &pos);
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void set_x(const qpNodePath &other, float x);
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void set_y(const qpNodePath &other, float y);
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void set_z(const qpNodePath &other, float z);
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LPoint3f get_pos(const qpNodePath &other) const;
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INLINE float get_x(const qpNodePath &other) const;
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INLINE float get_y(const qpNodePath &other) const;
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INLINE float get_z(const qpNodePath &other) const;
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INLINE void set_hpr(const qpNodePath &other, float h, float p, float r);
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void set_hpr(const qpNodePath &other, const LVecBase3f &hpr);
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void set_h(const qpNodePath &other, float h);
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void set_p(const qpNodePath &other, float p);
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void set_r(const qpNodePath &other, float r);
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LVecBase3f get_hpr(const qpNodePath &other) const;
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LVecBase3f get_hpr(const qpNodePath &other, float roll) const;
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INLINE float get_h(const qpNodePath &other) const;
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INLINE float get_p(const qpNodePath &other) const;
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INLINE float get_r(const qpNodePath &other) const;
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INLINE void set_scale(const qpNodePath &other, float sx, float sy, float sz);
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void set_scale(const qpNodePath &other, const LVecBase3f &scale);
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void set_sx(const qpNodePath &other, float sx);
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void set_sy(const qpNodePath &other, float sy);
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void set_sz(const qpNodePath &other, float sz);
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LVecBase3f get_scale(const qpNodePath &other) const;
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INLINE float get_sx(const qpNodePath &other) const;
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INLINE float get_sy(const qpNodePath &other) const;
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INLINE float get_sz(const qpNodePath &other) const;
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INLINE void set_pos_hpr(const qpNodePath &other,
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float x, float y, float z,
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float h, float p, float r);
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void set_pos_hpr(const qpNodePath &other,
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const LVecBase3f &pos,
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const LVecBase3f &hpr);
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INLINE void set_hpr_scale(const qpNodePath &other,
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float h, float p, float r,
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float sx, float sy, float sz);
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void set_hpr_scale(const qpNodePath &other,
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const LVecBase3f &hpr,
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const LVecBase3f &scale);
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INLINE void set_pos_hpr_scale(const qpNodePath &other,
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float x, float y, float z,
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float h, float p, float r,
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float sx, float sy, float sz);
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void set_pos_hpr_scale(const qpNodePath &other,
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const LVecBase3f &pos,
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const LVecBase3f &hpr,
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const LVecBase3f &scale);
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const LMatrix4f &get_mat(const qpNodePath &other) const;
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void set_mat(const qpNodePath &other, const LMatrix4f &mat);
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LPoint3f get_relative_point(const qpNodePath &other, const LVecBase3f &point);
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INLINE void look_at(const qpNodePath &other,
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float x, float y, float z);
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void look_at(const qpNodePath &other,
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const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
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const LVector3f &up = LVector3f::up());
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INLINE void heads_up(const qpNodePath &other,
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float x, float y, float z);
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void heads_up(const qpNodePath &other,
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const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
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const LVector3f &up = LVector3f::up());
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INLINE float get_distance(const qpNodePath &other) const;
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// Methods that affect appearance of geometry: color, texture, etc.
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// These affect the state at the bottom level only.
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void set_color(float r, float g, float b, float a = 1.0,
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int priority = 0);
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void set_color(const Colorf &color, int priority = 0);
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void set_color_off(int priority = 0);
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void clear_color();
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bool has_color() const;
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Colorf get_color() const;
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void set_bin(const string &bin_name, int draw_order, int priority = 0);
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void clear_bin();
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bool has_bin() const;
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string get_bin_name() const;
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int get_bin_draw_order() const;
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void set_texture(Texture *tex, int priority = 0);
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void set_texture_off(int priority = 0);
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void clear_texture();
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bool has_texture() const;
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bool has_texture_off() const;
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Texture *get_texture() const;
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Texture *find_texture(const string &name) const;
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TextureCollection find_all_textures() const;
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TextureCollection find_all_textures(const string &name) const;
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void set_material(Material *tex, int priority = 0);
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void set_material_off(int priority = 0);
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void clear_material();
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bool has_material() const;
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PT(Material) get_material() const;
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void set_fog(qpFog *fog, int priority = 0);
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void set_fog_off(int priority = 0);
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void clear_fog();
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bool has_fog() const;
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bool has_fog_off() const;
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qpFog *get_fog() const;
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void set_render_mode_wireframe(int priority = 0);
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void set_render_mode_filled(int priority = 0);
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void clear_render_mode();
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bool has_render_mode() const;
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void set_two_sided(bool two_sided, int priority = 0);
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void clear_two_sided();
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bool has_two_sided() const;
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bool get_two_sided() const;
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void set_depth_test(bool depth_test, int priority = 0);
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void clear_depth_test();
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bool has_depth_test() const;
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bool get_depth_test() const;
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void set_depth_write(bool depth_write, int priority = 0);
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void clear_depth_write();
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bool has_depth_write() const;
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bool get_depth_write() const;
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void do_billboard_axis(const qpNodePath &camera, float offset);
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void do_billboard_point_eye(const qpNodePath &camera, float offset);
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void do_billboard_point_world(const qpNodePath &camera, float offset);
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void set_billboard_axis(float offset = 0.0);
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void set_billboard_point_eye(float offset = 0.0);
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void set_billboard_point_world(float offset = 0.0);
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void clear_billboard();
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bool has_billboard() const;
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void set_transparency(bool transparency, int priority = 0);
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void clear_transparency();
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bool has_transparency() const;
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bool get_transparency() const;
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INLINE void adjust_all_priorities(int adjustment);
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// Variants on show and hide
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INLINE void show();
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INLINE void show(DrawMask camera_mask);
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INLINE void hide();
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INLINE void hide(DrawMask camera_mask);
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INLINE bool is_hidden(DrawMask camera_mask = DrawMask::all_on()) const;
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qpNodePath get_hidden_ancestor(DrawMask camera_mask = DrawMask::all_on()) const;
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INLINE bool stash();
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INLINE bool unstash();
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INLINE bool is_stashed() const;
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qpNodePath get_stashed_ancestor() const;
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// Comparison methods
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INLINE bool operator == (const qpNodePath &other) const;
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INLINE bool operator != (const qpNodePath &other) const;
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INLINE bool operator < (const qpNodePath &other) const;
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INLINE int compare_to(const qpNodePath &other) const;
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// Miscellaneous
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bool verify_complete() const;
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void prepare_scene(GraphicsStateGuardianBase *gsg, bool force_retained_mode = false);
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void show_bounds();
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void hide_bounds();
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PT(BoundingVolume) get_bounds() const;
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void write_bounds(ostream &out) const;
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bool calc_tight_bounds(LPoint3f &min_point, LPoint3f &max_point);
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int flatten_light();
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int flatten_medium();
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int flatten_strong();
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bool write_bam_file(const string &filename) const;
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private:
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void uncollapse_head() const;
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static void find_common_ancestor(const qpNodePath &a, const qpNodePath &b,
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int &a_count, int &b_count);
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CPT(RenderState) r_get_net_state(qpNodePathComponent *comp) const;
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CPT(RenderState) r_get_partial_state(qpNodePathComponent *comp, int n) const;
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CPT(TransformState) r_get_net_transform(qpNodePathComponent *comp) const;
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CPT(TransformState) r_get_partial_transform(qpNodePathComponent *comp, int n) const;
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void r_output(ostream &out, qpNodePathComponent *comp) const;
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void find_matches(qpNodePathCollection &result,
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const string &approx_path_str,
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int max_matches) const;
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void find_matches(qpNodePathCollection &result,
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qpFindApproxPath &approx_path,
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int max_matches) const;
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void r_find_matches(qpNodePathCollection &result,
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const qpFindApproxLevel &level,
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int max_matches, int num_levels_remaining) const;
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void r_adjust_all_priorities(PandaNode *node, int adjustment);
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void r_calc_tight_bounds(PandaNode *node,
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LPoint3f &min_point, LPoint3f &max_point,
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bool &found_any, const TransformState *transform);
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typedef pset<Texture *> Textures;
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Texture *r_find_texture(PandaNode *node, const RenderState *state,
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const GlobPattern &glob) const;
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void r_find_all_textures(PandaNode *node, const RenderState *state,
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Textures &textures) const;
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void r_prepare_scene(PandaNode *node, const RenderState *state,
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GraphicsStateGuardianBase *gsg, bool do_retained_mode);
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PT(qpNodePathComponent) _head;
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ErrorType _error_type;
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static int _max_search_depth;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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register_type(_type_handle, "qpNodePath");
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}
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private:
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static TypeHandle _type_handle;
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friend class qpNodePathCollection;
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friend WorkingNodePath;
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};
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INLINE ostream &operator << (ostream &out, const qpNodePath &node_path);
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#include "qpnodePath.I"
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#endif
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