panda3d/panda/src/pgraph/nodePathCollection.cxx
2007-11-30 19:32:48 +00:00

645 lines
23 KiB
C++

// Filename: nodePathCollection.cxx
// Created by: drose (06Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "nodePathCollection.h"
#include "findApproxPath.h"
#include "findApproxLevelEntry.h"
#include "textureAttrib.h"
#include "colorScaleAttrib.h"
#include "colorAttrib.h"
#include "indent.h"
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
NodePathCollection::
NodePathCollection() {
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::Copy Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
NodePathCollection::
NodePathCollection(const NodePathCollection &copy) :
_node_paths(copy._node_paths)
{
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::Copy Assignment Operator
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void NodePathCollection::
operator = (const NodePathCollection &copy) {
_node_paths = copy._node_paths;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::add_path
// Access: Published
// Description: Adds a new NodePath to the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
add_path(const NodePath &node_path) {
// If the pointer to our internal array is shared by any other
// NodePathCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren NodePathCollection
// objects.
if (_node_paths.get_ref_count() > 1) {
NodePaths old_node_paths = _node_paths;
_node_paths = NodePaths::empty_array(0);
_node_paths.v() = old_node_paths.v();
}
_node_paths.push_back(node_path);
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::remove_path
// Access: Published
// Description: Removes the indicated NodePath from the collection.
// Returns true if the path was removed, false if it was
// not a member of the collection.
////////////////////////////////////////////////////////////////////
bool NodePathCollection::
remove_path(const NodePath &node_path) {
int path_index = -1;
for (int i = 0; path_index == -1 && i < (int)_node_paths.size(); i++) {
if (_node_paths[i] == node_path) {
path_index = i;
}
}
if (path_index == -1) {
// The indicated path was not a member of the collection.
return false;
}
// If the pointer to our internal array is shared by any other
// NodePathCollections, we have to copy the array now so we won't
// inadvertently modify any of our brethren NodePathCollection
// objects.
if (_node_paths.get_ref_count() > 1) {
NodePaths old_node_paths = _node_paths;
_node_paths = NodePaths::empty_array(0);
_node_paths.v() = old_node_paths.v();
}
_node_paths.erase(_node_paths.begin() + path_index);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::add_paths_from
// Access: Published
// Description: Adds all the NodePaths indicated in the other
// collection to this path. The other paths are simply
// appended to the end of the paths in this list;
// duplicates are not automatically removed.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
add_paths_from(const NodePathCollection &other) {
int other_num_paths = other.get_num_paths();
for (int i = 0; i < other_num_paths; i++) {
add_path(other.get_path(i));
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::remove_paths_from
// Access: Published
// Description: Removes from this collection all of the NodePaths
// listed in the other collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
remove_paths_from(const NodePathCollection &other) {
NodePaths new_paths;
int num_paths = get_num_paths();
for (int i = 0; i < num_paths; i++) {
NodePath path = get_path(i);
if (!other.has_path(path)) {
new_paths.push_back(path);
}
}
_node_paths = new_paths;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::remove_duplicate_paths
// Access: Published
// Description: Removes any duplicate entries of the same NodePaths
// on this collection. If a NodePath appears multiple
// times, the first appearance is retained; subsequent
// appearances are removed.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
remove_duplicate_paths() {
NodePaths new_paths;
int num_paths = get_num_paths();
for (int i = 0; i < num_paths; i++) {
NodePath path = get_path(i);
bool duplicated = false;
for (int j = 0; j < i && !duplicated; j++) {
duplicated = (path == get_path(j));
}
if (!duplicated) {
new_paths.push_back(path);
}
}
_node_paths = new_paths;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::has_path
// Access: Published
// Description: Returns true if the indicated NodePath appears in
// this collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool NodePathCollection::
has_path(const NodePath &path) const {
for (int i = 0; i < get_num_paths(); i++) {
if (path == get_path(i)) {
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::clear
// Access: Published
// Description: Removes all NodePaths from the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
clear() {
_node_paths.clear();
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::is_empty
// Access: Published
// Description: Returns true if there are no NodePaths in the
// collection, false otherwise.
////////////////////////////////////////////////////////////////////
bool NodePathCollection::
is_empty() const {
return _node_paths.empty();
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::get_num_paths
// Access: Published
// Description: Returns the number of NodePaths in the collection.
////////////////////////////////////////////////////////////////////
int NodePathCollection::
get_num_paths() const {
return _node_paths.size();
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::get_path
// Access: Published
// Description: Returns the nth NodePath in the collection.
////////////////////////////////////////////////////////////////////
NodePath NodePathCollection::
get_path(int index) const {
nassertr(index >= 0 && index < (int)_node_paths.size(), NodePath());
return _node_paths[index];
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::operator []
// Access: Published
// Description: Returns the nth NodePath in the collection. This is
// the same as get_path(), but it may be a more
// convenient way to access it.
////////////////////////////////////////////////////////////////////
NodePath NodePathCollection::
operator [] (int index) const {
nassertr(index >= 0 && index < (int)_node_paths.size(), NodePath());
return _node_paths[index];
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::ls
// Access: Published
// Description: Lists all the nodes at and below each node in the
// collection hierarchically.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
ls(ostream &out, int indent_level) const {
for (int i = 0; i < get_num_paths(); i++) {
NodePath path = get_path(i);
indent(out, indent_level) << path << "\n";
path.ls(out, indent_level + 2);
out << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::find_all_matches
// Access: Published
// Description: Returns the complete set of all NodePaths that begin
// with any NodePath in this collection and can be
// extended by path. The shortest paths will be listed
// first.
////////////////////////////////////////////////////////////////////
NodePathCollection NodePathCollection::
find_all_matches(const string &path) const {
NodePathCollection result;
FindApproxPath approx_path;
if (approx_path.add_string(path)) {
if (!is_empty()) {
FindApproxLevelEntry *level = NULL;
for (int i = 0; i < get_num_paths(); i++) {
FindApproxLevelEntry *start =
new FindApproxLevelEntry(get_path(i), approx_path);
start->_next = level;
level = start;
}
get_path(0).find_matches(result, level, -1);
}
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::reparent_to
// Access: Published
// Description: Reparents all the NodePaths in the collection to the
// indicated node.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
reparent_to(const NodePath &other) {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).reparent_to(other);
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::wrt_reparent_to
// Access: Published
// Description: Reparents all the NodePaths in the collection to the
// indicated node, adjusting each transform so as not to
// move in world coordinates.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
wrt_reparent_to(const NodePath &other) {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).wrt_reparent_to(other);
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::show
// Access: Published
// Description: Shows all NodePaths in the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
show() {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).show();
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::show
// Access: Published
// Description: Hides all NodePaths in the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
hide() {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).hide();
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::stash
// Access: Published
// Description: Stashes all NodePaths in the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
stash() {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).stash();
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::unstash
// Access: Published
// Description: Unstashes all NodePaths in the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
unstash() {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).unstash();
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::detach
// Access: Published
// Description: Detaches all NodePaths in the collection.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
detach() {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).detach_node();
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::get_collide_mask
// Access: Published
// Description: Returns the union of all of the into_collide_masks
// for nodes at this level and below. This is the same
// thing as node()->get_net_collide_mask().
//
// If you want to return what the into_collide_mask of
// this node itself is, without regard to its children,
// use node()->get_into_collide_mask().
////////////////////////////////////////////////////////////////////
CollideMask NodePathCollection::
get_collide_mask() const {
CollideMask collide_mask;
for (int i = 0; i < get_num_paths(); i++) {
collide_mask |= get_path(i).get_collide_mask();
}
return collide_mask;
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_collide_mask
// Access: Published
// Description: Recursively applies the indicated CollideMask to the
// into_collide_masks for all nodes at this level and
// below. Only nodes
//
// The default is to change all bits, but if
// bits_to_change is not all bits on, then only the bits
// that are set in bits_to_change are modified, allowing
// this call to change only a subset of the bits in the
// subgraph.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_collide_mask(CollideMask new_mask, CollideMask bits_to_change,
TypeHandle node_type) {
for (int i = 0; i < get_num_paths(); i++) {
get_path(i).set_collide_mask(new_mask, bits_to_change, node_type);
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_texture
// Access: Published
// Description: Adds the indicated texture to the list of textures
// that will be rendered on the default texture stage.
//
// This is the deprecated single-texture variant of this
// method; it is now superceded by set_texture() that
// accepts a stage and texture. However, this method
// may be used in the presence of multitexture if you
// just want to adjust the default stage.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_texture(Texture *tex, int priority) {
PT(TextureStage) stage = TextureStage::get_default();
set_texture(stage, tex, priority);
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_texture
// Access: Published
// Description: Adds the indicated texture to the list of textures
// that will be rendered on the indicated multitexture
// stage. If there are multiple texture stages
// specified (possibly on multiple different nodes at
// different levels), they will all be applied to
// geometry together, according to the stage
// specification set up in the TextureStage object.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_texture(TextureStage *stage, Texture *tex, int priority) {
StateMap state_map;
NodePaths::iterator npi;
for (npi = _node_paths.begin(); npi != _node_paths.end(); ++npi) {
NodePath &np = (*npi);
CPT(RenderState) orig_state = np.get_state();
StateMap::iterator smi = state_map.find(orig_state);
if (smi != state_map.end()) {
// This RenderState has already been encountered; reuse it.
np.set_state((*smi).second);
} else {
// This RenderState has not yet been encountered; apply the
// attrib to it.
np.set_texture(stage, tex, priority);
state_map[orig_state] = np.get_state();
}
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_texture_off
// Access: Published
// Description: Sets the geometry at this level and below to render
// using no texture, on any stage. This is different
// from not specifying a texture; rather, this
// specifically contradicts set_texture() at a higher
// node level (or, with a priority, overrides a
// set_texture() at a lower level).
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_texture_off(int priority) {
nassertv_always(!is_empty());
set_attrib(TextureAttrib::make_all_off(), priority);
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_texture_off
// Access: Published
// Description: Sets the geometry at this level and below to render
// using no texture, on the indicated stage. This is
// different from not specifying a texture; rather, this
// specifically contradicts set_texture() at a higher
// node level (or, with a priority, overrides a
// set_texture() at a lower level).
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_texture_off(TextureStage *stage, int priority) {
StateMap state_map;
NodePaths::iterator npi;
for (npi = _node_paths.begin(); npi != _node_paths.end(); ++npi) {
NodePath &np = (*npi);
CPT(RenderState) orig_state = np.get_state();
StateMap::iterator smi = state_map.find(orig_state);
if (smi != state_map.end()) {
// This RenderState has already been encountered; reuse it.
np.set_state((*smi).second);
} else {
// This RenderState has not yet been encountered; apply the
// attrib to it.
np.set_texture_off(stage, priority);
state_map[orig_state] = np.get_state();
}
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_color
// Access: Published
// Description: Colors all NodePaths in the collection
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_color(const Colorf &color, int priority) {
set_attrib(ColorAttrib::make_flat(color), priority);
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_color_scale
// Access: Published
// Description: Applies color scales to all NodePaths in the
// collection. The existing color scale is replaced.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_color_scale(const LVecBase4f &scale, int priority) {
StateMap state_map;
NodePaths::iterator npi;
for (npi = _node_paths.begin(); npi != _node_paths.end(); ++npi) {
NodePath &np = (*npi);
CPT(RenderState) orig_state = np.get_state();
StateMap::iterator smi = state_map.find(orig_state);
if (smi != state_map.end()) {
// This RenderState has already been encountered; reuse it.
np.set_state((*smi).second);
} else {
// This RenderState has not yet been encountered; apply the
// attrib to it.
np.set_color_scale(scale, priority);
state_map[orig_state] = np.get_state();
}
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::compose_color_scale
// Access: Published
// Description: Applies color scales to all NodePaths in the
// collection. The existing color scale, if any, is
// multiplied by the specified color scale.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
compose_color_scale(const LVecBase4f &scale, int priority) {
StateMap state_map;
NodePaths::iterator npi;
for (npi = _node_paths.begin(); npi != _node_paths.end(); ++npi) {
NodePath &np = (*npi);
CPT(RenderState) orig_state = np.get_state();
StateMap::iterator smi = state_map.find(orig_state);
if (smi != state_map.end()) {
// This RenderState has already been encountered; reuse it.
np.set_state((*smi).second);
} else {
// This RenderState has not yet been encountered; apply the
// attrib to it.
np.compose_color_scale(scale, priority);
state_map[orig_state] = np.get_state();
}
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::set_attrib
// Access: Published
// Description: Applies the indicated RenderAttrib to all NodePaths
// in the collection. An effort is made to apply the
// attrib to many NodePaths as quickly as possible;
// redundant RenderState compositions are not
// duplicated.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
set_attrib(const RenderAttrib *attrib, int priority) {
StateMap state_map;
NodePaths::iterator npi;
for (npi = _node_paths.begin(); npi != _node_paths.end(); ++npi) {
NodePath &np = (*npi);
CPT(RenderState) orig_state = np.get_state();
StateMap::iterator smi = state_map.find(orig_state);
if (smi != state_map.end()) {
// This RenderState has already been encountered; reuse it.
np.set_state((*smi).second);
} else {
// This RenderState has not yet been encountered; apply the
// attrib to it.
np.set_attrib(attrib, priority);
state_map[orig_state] = np.get_state();
}
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::output
// Access: Published
// Description: Writes a brief one-line description of the
// NodePathCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
output(ostream &out) const {
if (get_num_paths() == 1) {
out << "1 NodePath";
} else {
out << get_num_paths() << " NodePaths";
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePathCollection::write
// Access: Published
// Description: Writes a complete multi-line description of the
// NodePathCollection to the indicated output stream.
////////////////////////////////////////////////////////////////////
void NodePathCollection::
write(ostream &out, int indent_level) const {
for (int i = 0; i < get_num_paths(); i++) {
indent(out, indent_level) << get_path(i) << "\n";
}
}