panda3d/panda/src/pgraph/qpnodePath.h
2002-03-20 16:30:12 +00:00

554 lines
21 KiB
C++

// Filename: qpnodePath.h
// Created by: drose (25Feb02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef qpNODEPATH_H
#define qpNODEPATH_H
#include "pandabase.h"
#include "pandaNode.h"
#include "renderState.h"
#include "transformState.h"
#include "qpnodePathComponent.h"
#include "pointerTo.h"
#include "referenceCount.h"
#include "notify.h"
#include "typedObject.h"
class qpNodePathCollection;
class TextureCollection;
class qpFindApproxLevel;
class qpFindApproxPath;
class Texture;
class Material;
class qpFog;
class GlobPattern;
//
// 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.
//
// 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.
//
// 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.
//
// The default flags are +h-s.
//
////////////////////////////////////////////////////////////////////
// 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 unqiuely 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 qpNodePath {
PUBLISHED:
// This enumeration is returned by get_error_type() for an empty
// qpNodePath 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 qpNodePath.
ET_fail, // general failure return from some function.
// Also see qpNodePathComponent::_next_key, which initializes
// itself to the last enumerated type here plus one.
};
INLINE qpNodePath();
INLINE qpNodePath(const string &top_node_name);
INLINE qpNodePath(PandaNode *top_node);
INLINE qpNodePath(const qpNodePath &copy);
INLINE qpNodePath(const qpNodePath &parent, PandaNode *child_node);
INLINE void operator = (const qpNodePath &copy);
INLINE static qpNodePath not_found();
INLINE static qpNodePath removed();
INLINE static qpNodePath fail();
INLINE static void set_max_search_depth(int max_search_depth);
INLINE static int get_max_search_depth();
// Methods to query a qpNodePath'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;
INLINE PandaNode *node() const;
INLINE int get_key() const;
// Methods that return collections of NodePaths derived from or
// related to this one.
qpNodePathCollection get_children() const;
INLINE int get_num_children() const;
INLINE qpNodePath get_child(int n) const;
INLINE bool has_parent() const;
INLINE qpNodePath get_parent() const;
qpNodePath find(const string &path) const;
qpNodePathCollection find_all_matches(const string &path) const;
qpNodePathCollection 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 qpNodePath &other, int sort = 0);
void wrt_reparent_to(const qpNodePath &other, int sort = 0);
qpNodePath instance_to(const qpNodePath &other, int sort = 0) const;
qpNodePath instance_under_node(const qpNodePath &other, const string &name,
int sort = 0) const;
qpNodePath copy_to(const qpNodePath &other, int sort = 0) const;
qpNodePath attach_new_node(PandaNode *node, int sort = 0) const;
INLINE qpNodePath attach_new_node(const string &name, int sort = 0) const;
void remove_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 ls_transitions() const;
INLINE void ls_transforms() const;
// Aggregate transform and state information.
INLINE CPT(RenderState) get_state() const;
INLINE void set_state(const RenderState *state) const;
CPT(RenderState) get_state(const qpNodePath &other) const;
void set_state(const qpNodePath &other, const RenderState *state) const;
INLINE CPT(RenderState) get_net_state() const;
INLINE CPT(TransformState) get_transform() const;
INLINE void set_transform(const TransformState *transform) const;
CPT(TransformState) get_transform(const qpNodePath &other) const;
void set_transform(const qpNodePath &other, const TransformState *transform) const;
INLINE CPT(TransformState) get_net_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);
LPoint3f get_pos() const;
INLINE float get_x() const;
INLINE float get_y() const;
INLINE float get_z() 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;
LVecBase3f get_hpr(float roll) const;
INLINE float get_h() const;
INLINE float get_p() const;
INLINE float get_r() 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_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_mat(const LMatrix4f &mat);
INLINE void clear_mat();
INLINE bool has_mat() const;
INLINE const LMatrix4f &get_mat() const;
INLINE bool has_color_scale() const;
INLINE void clear_color_scale();
void set_color_scale(const LVecBase4f &scale);
INLINE void set_color_scale(float sx, float sy, float sz, float sa);
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;
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 qpNodePath &other, float x, float y, float z);
void set_pos(const qpNodePath &other, const LVecBase3f &pos);
void set_x(const qpNodePath &other, float x);
void set_y(const qpNodePath &other, float y);
void set_z(const qpNodePath &other, float z);
LPoint3f get_pos(const qpNodePath &other) const;
INLINE float get_x(const qpNodePath &other) const;
INLINE float get_y(const qpNodePath &other) const;
INLINE float get_z(const qpNodePath &other) const;
INLINE void set_hpr(const qpNodePath &other, float h, float p, float r);
void set_hpr(const qpNodePath &other, const LVecBase3f &hpr);
void set_h(const qpNodePath &other, float h);
void set_p(const qpNodePath &other, float p);
void set_r(const qpNodePath &other, float r);
LVecBase3f get_hpr(const qpNodePath &other) const;
LVecBase3f get_hpr(const qpNodePath &other, float roll) const;
INLINE float get_h(const qpNodePath &other) const;
INLINE float get_p(const qpNodePath &other) const;
INLINE float get_r(const qpNodePath &other) const;
INLINE void set_scale(const qpNodePath &other, float sx, float sy, float sz);
void set_scale(const qpNodePath &other, const LVecBase3f &scale);
void set_sx(const qpNodePath &other, float sx);
void set_sy(const qpNodePath &other, float sy);
void set_sz(const qpNodePath &other, float sz);
LVecBase3f get_scale(const qpNodePath &other) const;
INLINE float get_sx(const qpNodePath &other) const;
INLINE float get_sy(const qpNodePath &other) const;
INLINE float get_sz(const qpNodePath &other) const;
INLINE void set_pos_hpr(const qpNodePath &other,
float x, float y, float z,
float h, float p, float r);
void set_pos_hpr(const qpNodePath &other,
const LVecBase3f &pos,
const LVecBase3f &hpr);
INLINE void set_hpr_scale(const qpNodePath &other,
float h, float p, float r,
float sx, float sy, float sz);
void set_hpr_scale(const qpNodePath &other,
const LVecBase3f &hpr,
const LVecBase3f &scale);
INLINE void set_pos_hpr_scale(const qpNodePath &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 qpNodePath &other,
const LVecBase3f &pos,
const LVecBase3f &hpr,
const LVecBase3f &scale);
const LMatrix4f &get_mat(const qpNodePath &other) const;
void set_mat(const qpNodePath &other, const LMatrix4f &mat);
LPoint3f get_relative_point(const qpNodePath &other, const LVecBase3f &point);
INLINE void look_at(const qpNodePath &other,
float x, float y, float z);
void look_at(const qpNodePath &other,
const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
const LVector3f &up = LVector3f::up());
INLINE void heads_up(const qpNodePath &other,
float x, float y, float z);
void heads_up(const qpNodePath &other,
const LPoint3f &point = LPoint3f(0.0, 0.0, 0.0),
const LVector3f &up = LVector3f::up());
INLINE float get_distance(const qpNodePath &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;
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_off(int priority = 0);
void clear_texture();
bool has_texture() const;
bool has_texture_off() const;
Texture *get_texture() const;
Texture *find_texture(const string &name) const;
TextureCollection find_all_textures() const;
TextureCollection find_all_textures(const string &name) const;
void set_material(Material *tex, int priority = 0);
void set_material_off(int priority = 0);
void clear_material();
bool has_material() const;
PT(Material) get_material() const;
void set_fog(qpFog *fog, int priority = 0);
void set_fog_off(int priority = 0);
void clear_fog();
bool has_fog() const;
bool has_fog_off() const;
qpFog *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;
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 qpNodePath &camera, float offset);
void do_billboard_point_eye(const qpNodePath &camera, float offset);
void do_billboard_point_world(const qpNodePath &camera, float offset);
void set_billboard_axis(float offset = 0.0);
void set_billboard_point_eye(float offset = 0.0);
void set_billboard_point_world(float offset = 0.0);
void clear_billboard();
bool has_billboard() 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;
qpNodePath get_hidden_ancestor(DrawMask camera_mask = DrawMask::all_on()) const;
INLINE bool stash();
INLINE bool unstash();
INLINE bool is_stashed() const;
qpNodePath get_stashed_ancestor() const;
// Comparison methods
INLINE bool operator == (const qpNodePath &other) const;
INLINE bool operator != (const qpNodePath &other) const;
INLINE bool operator < (const qpNodePath &other) const;
INLINE int compare_to(const qpNodePath &other) const;
// Miscellaneous
bool verify_complete() const;
void prepare_scene(GraphicsStateGuardianBase *gsg, bool force_retained_mode = false);
void show_bounds();
void hide_bounds();
PT(BoundingVolume) get_bounds() const;
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();
bool write_bam_file(const string &filename) const;
private:
void uncollapse_head() const;
static void find_common_ancestor(const qpNodePath &a, const qpNodePath &b,
int &a_count, int &b_count);
CPT(RenderState) r_get_net_state(qpNodePathComponent *comp) const;
CPT(RenderState) r_get_partial_state(qpNodePathComponent *comp, int n) const;
CPT(TransformState) r_get_net_transform(qpNodePathComponent *comp) const;
CPT(TransformState) r_get_partial_transform(qpNodePathComponent *comp, int n) const;
void r_output(ostream &out, qpNodePathComponent *comp) const;
void find_matches(qpNodePathCollection &result,
const string &approx_path_str,
int max_matches) const;
void find_matches(qpNodePathCollection &result,
qpFindApproxPath &approx_path,
int max_matches) const;
void r_find_matches(qpNodePathCollection &result,
const qpFindApproxLevel &level,
int max_matches, int num_levels_remaining) const;
void r_adjust_all_priorities(PandaNode *node, int adjustment);
void r_calc_tight_bounds(PandaNode *node,
LPoint3f &min_point, LPoint3f &max_point,
bool &found_any, const TransformState *transform);
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;
void r_prepare_scene(PandaNode *node, const RenderState *state,
GraphicsStateGuardianBase *gsg, bool do_retained_mode);
PT(qpNodePathComponent) _head;
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, "qpNodePath");
}
private:
static TypeHandle _type_handle;
friend class qpNodePathCollection;
friend WorkingNodePath;
};
INLINE ostream &operator << (ostream &out, const qpNodePath &node_path);
#include "qpnodePath.I"
#endif