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