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PartBundle Class Reference

This is the root of a MovingPart hierarchy. More...

Inheritance diagram for PartBundle:
PartGroup TypedWritableReferenceCount Namable TypedWritable ReferenceCount TypedObject CharacterJointBundle

List of all members.

Public Types

enum  BlendType { BTLinear = 0, BTNormalizedLinear = 1, BTComponentwise = 2, BTComponentwiseQuat = 3 }

Public Member Functions

 PartBundle (string name)
 Normally, a PartBundle constructor should not be called directly--it will get created when a PartBundleNode is created.
 PartBundle ()
 Normally, a PartBundle constructor should not be called directly--it will get created when a PartBundleNode is created.
PartBundle applyTransform (TransformState const transform)
 Returns a PartBundle that is a duplicate of this one, but with the indicated transform applied.
AnimControl bindAnim (AnimBundle anim, int hierarchy_match_flags, PartSubset const subset)
 Binds the animation to the bundle, if possible, and returns a new AnimControl that can be used to start and stop the animation.
AnimControl bindAnim (AnimBundle anim, int hierarchy_match_flags)
 Binds the animation to the bundle, if possible, and returns a new AnimControl that can be used to start and stop the animation.
AnimControl bindAnim (AnimBundle anim)
 Binds the animation to the bundle, if possible, and returns a new AnimControl that can be used to start and stop the animation.
 clearAnimPreload ()
 Removes any AnimPreloadTable associated with the PartBundle.
 clearControlEffects ()
 Sets the control effect of all AnimControls to zero (but does not "stop" the AnimControls).
bool controlJoint (string joint_name, PandaNode node)
 Specifies that the joint with the indicated name should be animated with the transform on the indicated node.
bool forceUpdate ()
 Updates all the parts in the bundle to reflect the data for the current frame, whether we believe it needs it or not.
bool freezeJoint (string joint_name, VBase3 const pos, VBase3 const hpr, VBase3 const scale)
 Specifies that the joint with the indicated name should be frozen with the specified transform.
bool freezeJoint (string joint_name, TransformState const transform)
 Specifies that the joint with the indicated name should be frozen with the specified transform.
bool freezeJoint (string joint_name, float value)
 Specifies that the joint with the indicated name should be frozen with the specified transform.
bool getAnimBlendFlag ()
 Returns whether the character allows multiple different animations to be bound simultaneously.
AnimPreloadTable const getAnimPreload ()
 Returns the AnimPreloadTable associated with the PartBundle.
BlendType getBlendType ()
 Returns the algorithm that is used when blending multiple frames or multiple animations together, when either anim_blend_flag or frame_blend_flag is set to true.
float getControlEffect (AnimControl control)
 Returns the amount by which the character is affected by the indicated AnimControl and its associated animation.
bool getFrameBlendFlag ()
 Returns whether the character interpolates (blends) between two sequential animation frames, or whether it holds the current frame until the next one is ready.
PartBundleNode getNode (int n)
 Returns the nth PartBundleNode associated with this PartBundle.
list getNodes ()
int getNumNodes ()
 Returns the number of PartBundleNodes that contain a pointer to this PartBundle.
Mat4 const getRootXform ()
 Returns the transform matrix which is implicitly applied at the root of the animated hierarchy.
AnimControl loadBindAnim (PandaLoader loader, Filename const filename, int hierarchy_match_flags, PartSubset const subset, bool allow_async)
 Binds an animation to the bundle.
 mergeAnimPreloads (PartBundle const other)
 Copies the contents of the other PartBundle's preload table into this one.
AnimPreloadTable modifyAnimPreload ()
 Returns a modifiable pointer to the AnimPreloadTable associated with the PartBundle, if any.
 output (ostream out)
 Writes a one-line description of the bundle.
bool releaseJoint (string joint_name)
 Releases the named joint from the effects of a previous call to freeze_joint() or control_joint().
 setAnimBlendFlag (bool anim_blend_flag)
 Defines the way the character responds to multiple calls to set_control_effect()).
 setAnimPreload (AnimPreloadTable table)
 Replaces the AnimPreloadTable associated with the PartBundle.
 setBlendType (BlendType bt)
 Defines the algorithm that is used when blending multiple frames or multiple animations together, when either anim_blend_flag or frame_blend_flag is set to true.
 setControlEffect (AnimControl control, float effect)
 Sets the amount by which the character is affected by the indicated AnimControl (and its associated animation).
 setFrameBlendFlag (bool frame_blend_flag)
 Specifies whether the character interpolates (blends) between two sequential frames of an active animation, showing a smooth intra-frame motion, or whether it holds each frame until the next frame is ready, showing precisely the specified animation.
 setRootXform (Mat4 const root_xform)
 Specifies the transform matrix which is implicitly applied at the root of the animated hierarchy.
bool update ()
 Updates all the parts in the bundle to reflect the data for the current frame (as set in each of the AnimControls).
 waitPending ()
 Blocks the current thread until all currently-pending AnimControls, with a nonzero control effect, have been loaded and are properly bound.
 xform (Mat4 const mat)
 Applies the indicated transform to the root of the animated hierarchy.

Static Public Member Functions

static TypeHandle getClassType ()

Detailed Description

This is the root of a MovingPart hierarchy.

It defines the hierarchy of moving parts that make up an animatable object.


Member Enumeration Documentation

enum BlendType
Enumerator:
BTLinear 
BTNormalizedLinear 
BTComponentwise 
BTComponentwiseQuat 

Constructor & Destructor Documentation

PartBundle ( string  name)

Normally, a PartBundle constructor should not be called directly--it will get created when a PartBundleNode is created.

Normally, a PartBundle constructor should not be called directly--it will get created when a PartBundleNode is created.


Member Function Documentation

Returns a PartBundle that is a duplicate of this one, but with the indicated transform applied.

If this is called multiple times with the same TransformState pointer, it returns the same PartBundle each time.

AnimControl bindAnim ( AnimBundle  anim,
int  hierarchy_match_flags,
PartSubset const  subset 
)

Binds the animation to the bundle, if possible, and returns a new AnimControl that can be used to start and stop the animation.

If the anim hierarchy does not match the part hierarchy, returns NULL.

If hierarchy_match_flags is 0, only an exact match is accepted; otherwise, it may contain a union of PartGroup::HierarchyMatchFlags values indicating conditions that will be tolerated (but warnings will still be issued).

If subset is specified, it restricts the binding only to the named subtree of joints.

The AnimControl is not stored within the PartBundle; it is the user's responsibility to maintain the pointer. The animation will automatically unbind itself when the AnimControl destructs (i.e. its reference count goes to zero).

AnimControl bindAnim ( AnimBundle  anim,
int  hierarchy_match_flags 
)

Binds the animation to the bundle, if possible, and returns a new AnimControl that can be used to start and stop the animation.

If the anim hierarchy does not match the part hierarchy, returns NULL.

If hierarchy_match_flags is 0, only an exact match is accepted; otherwise, it may contain a union of PartGroup::HierarchyMatchFlags values indicating conditions that will be tolerated (but warnings will still be issued).

If subset is specified, it restricts the binding only to the named subtree of joints.

The AnimControl is not stored within the PartBundle; it is the user's responsibility to maintain the pointer. The animation will automatically unbind itself when the AnimControl destructs (i.e. its reference count goes to zero).

Binds the animation to the bundle, if possible, and returns a new AnimControl that can be used to start and stop the animation.

If the anim hierarchy does not match the part hierarchy, returns NULL.

If hierarchy_match_flags is 0, only an exact match is accepted; otherwise, it may contain a union of PartGroup::HierarchyMatchFlags values indicating conditions that will be tolerated (but warnings will still be issued).

If subset is specified, it restricts the binding only to the named subtree of joints.

The AnimControl is not stored within the PartBundle; it is the user's responsibility to maintain the pointer. The animation will automatically unbind itself when the AnimControl destructs (i.e. its reference count goes to zero).

Removes any AnimPreloadTable associated with the PartBundle.

Sets the control effect of all AnimControls to zero (but does not "stop" the AnimControls).

The character will no longer be affected by any animation, and will return to its default pose (unless restore-initial-pose is false).

The AnimControls which are no longer associated will not be using any CPU cycles, but they may still be in the "playing" state; if they are later reassociated with the PartBundle they will resume at their current frame as if they'd been running all along.

bool controlJoint ( string  joint_name,
PandaNode  node 
)

Specifies that the joint with the indicated name should be animated with the transform on the indicated node.

It will henceforth always follow the node's transform, regardless of any animations that may subsequently be bound to the joint.

Returns true if the joint is successfully controlled, or false if the named child is not a joint (or slider) or does not exist.

bool forceUpdate ( )

Updates all the parts in the bundle to reflect the data for the current frame, whether we believe it needs it or not.

bool freezeJoint ( string  joint_name,
VBase3 const  pos,
VBase3 const  hpr,
VBase3 const  scale 
)

Specifies that the joint with the indicated name should be frozen with the specified transform.

It will henceforth always hold this fixed transform, regardless of any animations that may subsequently be bound to the joint.

Returns true if the joint is successfully frozen, or false if the named child is not a joint (or slider) or does not exist.

bool freezeJoint ( string  joint_name,
TransformState const  transform 
)

Specifies that the joint with the indicated name should be frozen with the specified transform.

It will henceforth always hold this fixed transform, regardless of any animations that may subsequently be bound to the joint.

Returns true if the joint is successfully frozen, or false if the named child is not a joint (or slider) or does not exist.

bool freezeJoint ( string  joint_name,
float  value 
)

Specifies that the joint with the indicated name should be frozen with the specified transform.

It will henceforth always hold this fixed transform, regardless of any animations that may subsequently be bound to the joint.

Returns true if the joint is successfully frozen, or false if the named child is not a joint (or slider) or does not exist.

bool getAnimBlendFlag ( )

Returns whether the character allows multiple different animations to be bound simultaneously.

See set_anim_blend_flag().

Returns the AnimPreloadTable associated with the PartBundle.

This table, if present, can be used for the benefit of load_bind_anim() to allow asynchronous binding.

Returns the algorithm that is used when blending multiple frames or multiple animations together, when either anim_blend_flag or frame_blend_flag is set to true.

static TypeHandle getClassType ( ) [static]

Reimplemented from PartGroup.

Reimplemented in CharacterJointBundle.

float getControlEffect ( AnimControl  control)

Returns the amount by which the character is affected by the indicated AnimControl and its associated animation.

See set_control_effect().

Returns whether the character interpolates (blends) between two sequential animation frames, or whether it holds the current frame until the next one is ready.

See set_frame_blend_flag().

Returns the nth PartBundleNode associated with this PartBundle.

Reimplemented in CharacterJointBundle.

list getNodes ( )

Returns the number of PartBundleNodes that contain a pointer to this PartBundle.

Mat4 const getRootXform ( )

Returns the transform matrix which is implicitly applied at the root of the animated hierarchy.

AnimControl loadBindAnim ( PandaLoader  loader,
Filename const  filename,
int  hierarchy_match_flags,
PartSubset const  subset,
bool  allow_async 
)

Binds an animation to the bundle.

The animation is loaded from the disk via the indicated Loader object. In other respects, this behaves similarly to bind_anim(), with the addition of asynchronous support.

If allow_aysnc is true, the load will be asynchronous if possible. This requires that the animation basename can be found in the PartBundle's preload table (see get_anim_preload()).

In an asynchronous load, the animation file will be loaded and bound in a sub-thread. This means that the animation will not necessarily be available at the time this method returns. You may still use the returned AnimControl immediately, though, but no visible effect will occur until the animation eventually becomes available.

You can test AnimControl::is_pending() to see if the animation has been loaded yet, or wait for it to finish with AnimControl::wait_pending() or even PartBundle::wait_pending(). You can also set an event to be triggered when the animation finishes loading with AnimControl::set_pending_done_event().

mergeAnimPreloads ( PartBundle const  other)

Copies the contents of the other PartBundle's preload table into this one.

Returns a modifiable pointer to the AnimPreloadTable associated with the PartBundle, if any.

output ( ostream  out)

Writes a one-line description of the bundle.

Reimplemented from Namable.

bool releaseJoint ( string  joint_name)

Releases the named joint from the effects of a previous call to freeze_joint() or control_joint().

It will henceforth once again follow whatever transforms are dictated by the animation.

Returns true if the joint is released, or false if the named child was not previously controlled or frozen, or it does not exist.

setAnimBlendFlag ( bool  anim_blend_flag)

Defines the way the character responds to multiple calls to set_control_effect()).

By default, this flag is set false, which disallows multiple animations. When this flag is false, it is not necessary to explicitly set the control_effect when starting an animation; starting the animation will implicitly remove the control_effect from the previous animation and set it on the current one.

However, if this flag is set true, the control_effect must be explicitly set via set_control_effect() whenever an animation is to affect the character.

Replaces the AnimPreloadTable associated with the PartBundle.

Defines the algorithm that is used when blending multiple frames or multiple animations together, when either anim_blend_flag or frame_blend_flag is set to true.

See partBundle.h for a description of the meaning of each of the BlendType values.

setControlEffect ( AnimControl  control,
float  effect 
)

Sets the amount by which the character is affected by the indicated AnimControl (and its associated animation).

Normally, this will only be zero or one. Zero indicates the animation does not affect the character, and one means it does.

If the _anim_blend_flag is not false (see set_anim_blend_flag()), it is possible to have multiple AnimControls in effect simultaneously. In this case, the effect is a weight that indicates the relative importance of each AnimControl to the final animation.

setFrameBlendFlag ( bool  frame_blend_flag)

Specifies whether the character interpolates (blends) between two sequential frames of an active animation, showing a smooth intra-frame motion, or whether it holds each frame until the next frame is ready, showing precisely the specified animation.

When this value is false, the character holds each frame until the next is ready. When this is true, the character will interpolate between two consecutive frames of animation for each frame the animation is onscreen, according to the amount of time elapsed between the frames.

The default value of this flag is determined by the interpolate-frames Config.prc variable.

Use set_blend_type() to change the algorithm that the character uses to interpolate matrix positions.

setRootXform ( Mat4 const  root_xform)

Specifies the transform matrix which is implicitly applied at the root of the animated hierarchy.

bool update ( )

Updates all the parts in the bundle to reflect the data for the current frame (as set in each of the AnimControls).

Returns true if any part has changed as a result of this, or false otherwise.

Blocks the current thread until all currently-pending AnimControls, with a nonzero control effect, have been loaded and are properly bound.

xform ( Mat4 const  mat)

Applies the indicated transform to the root of the animated hierarchy.

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