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OgreAnimationState.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreAnimationState.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __AnimationSet_H__ #define __AnimationSet_H__ #include "OgrePrerequisites.h" #include "OgreString.h" #include "OgreController.h" #include "OgreIteratorWrappers.h" namespace Ogre { /** Represents the state of an animation and the weight of it's influence. @remarks Other classes can hold instances of this class to store the state of any animations they are using. */ class _OgreExport AnimationState { public: /// Normal constructor with all params supplied AnimationState(const String& animName, AnimationStateSet *parent, Real timePos, Real length, Real weight = 1.0, bool enabled = false); /// constructor to copy from an existing state with new parent AnimationState(AnimationStateSet* parent, const AnimationState &rhs); /** Destructor - is here because class has virtual functions and some compilers would whine if it won't exist. */ virtual ~AnimationState(); /// Gets the name of the animation to which this state applies const String& getAnimationName() const; /// Gets the time position for this animation Real getTimePosition(void) const; /// Sets the time position for this animation void setTimePosition(Real timePos); /// Gets the total length of this animation (may be shorter than whole animation) Real getLength() const; /// Sets the total length of this animation (may be shorter than whole animation) void setLength(Real len); /// Gets the weight (influence) of this animation Real getWeight(void) const; /// Sets the weight (influence) of this animation void setWeight(Real weight); /** Modifies the time position, adjusting for animation length @remarks This method loops at the edges if animation looping is enabled. */ void addTime(Real offset); /// Returns true if the animation has reached the end and is not looping bool hasEnded(void) const; /// Returns true if this animation is currently enabled bool getEnabled(void) const; /// Sets whether this animation is enabled void setEnabled(bool enabled); /// Equality operator bool operator==(const AnimationState& rhs) const; // Inequality operator bool operator!=(const AnimationState& rhs) const; /** Sets whether or not an animation loops at the start and end of the animation if the time continues to be altered. */ void setLoop(bool loop) { mLoop = loop; } /// Gets whether or not this animation loops bool getLoop(void) const { return mLoop; } /** Copies the states from another animation state, preserving the animation name (unlike operator=) but copying everything else. @param animState Reference to animation state which will use as source. */ void copyStateFrom(const AnimationState& animState); /// Get the parent animation state set AnimationStateSet* getParent(void) const { return mParent; } protected: String mAnimationName; AnimationStateSet* mParent; Real mTimePos; Real mLength; Real mWeight; bool mEnabled; bool mLoop; }; // A map of animation states typedef std::map
AnimationStateMap; typedef MapIterator
AnimationStateIterator; typedef ConstMapIterator
ConstAnimationStateIterator; // A list of enabled animation states typedef std::list
EnabledAnimationStateList; typedef ConstVectorIterator
ConstEnabledAnimationStateIterator; /** Class encapsulating a set of AnimationState objects. */ class _OgreExport AnimationStateSet { public: /// Mutex, public for external locking if needed OGRE_AUTO_MUTEX /// Create a blank animation state set AnimationStateSet(); /// Create an animation set by copying the contents of another AnimationStateSet(const AnimationStateSet& rhs); ~AnimationStateSet(); /** Create a new AnimationState instance. @param animName The name of the animation @param timePos Starting time position @param length Length of the animation to play @param weight Weight to apply the animation with @param enabled Whether the animation is enabled */ AnimationState* createAnimationState(const String& animName, Real timePos, Real length, Real weight = 1.0, bool enabled = false); /// Get an animation state by the name of the animation AnimationState* getAnimationState(const String& name) const; /// Tests if state for the named animation is present bool hasAnimationState(const String& name) const; /// Remove animation state with the given name void removeAnimationState(const String& name); /// Remove all animation states void removeAllAnimationStates(void); /** Get an iterator over all the animation states in this set. @note The iterator returned from this method is not threadsafe, you will need to manually lock the public mutex on this class to ensure thread safety if you need it. */ AnimationStateIterator getAnimationStateIterator(void); /** Get an iterator over all the animation states in this set. @note The iterator returned from this method is not threadsafe, you will need to manually lock the public mutex on this class to ensure thread safety if you need it. */ ConstAnimationStateIterator getAnimationStateIterator(void) const; /// Copy the state of any matching animation states from this to another void copyMatchingState(AnimationStateSet* target) const; /// Set the dirty flag and dirty frame number on this state set void _notifyDirty(void); /// Get the latest animation state been altered frame number unsigned long getDirtyFrameNumber(void) const { return mDirtyFrameNumber; } /// Internal method respond to enable/disable an animation state void _notifyAnimationStateEnabled(AnimationState* target, bool enabled); /// Tests if exists enabled animation state in this set bool hasEnabledAnimationState(void) const { return !mEnabledAnimationStates.empty(); } /** Get an iterator over all the enabled animation states in this set @note The iterator returned from this method is not threadsafe, you will need to manually lock the public mutex on this class to ensure thread safety if you need it. */ ConstEnabledAnimationStateIterator getEnabledAnimationStateIterator(void) const; protected: unsigned long mDirtyFrameNumber; AnimationStateMap mAnimationStates; EnabledAnimationStateList mEnabledAnimationStates; }; /** ControllerValue wrapper class for AnimationState. @remarks In Azathoth and earlier, AnimationState was a ControllerValue but this actually causes memory problems since Controllers delete their values automatically when there are no further references to them, but AnimationState is deleted explicitly elsewhere so this causes double-free problems. This wrapper acts as a bridge and it is this which is destroyed automatically. */ class _OgreExport AnimationStateControllerValue : public ControllerValue
{ protected: AnimationState* mTargetAnimationState; public: /** Constructor, pass in the target animation state. */ AnimationStateControllerValue(AnimationState* targetAnimationState) : mTargetAnimationState(targetAnimationState) {} /// Destructor (parent already virtual) ~AnimationStateControllerValue() {} /** ControllerValue implementation. */ Real getValue(void) const; /** ControllerValue implementation. */ void setValue(Real value); }; } #endif
OgreAnimationState.h
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