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source: code/branches/presentation3/src/orxonox/graphics/AnimatedModel.cc @ 7136

Last change on this file since 7136 was 7129, checked in by rgrieder, 14 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Benjamin de Capitani
24 *
25 *
26 */
27
28#include "AnimatedModel.h"
29
30#include <OgreEntity.h>
31#include <OgreAnimationState.h>
32
33#include "core/CoreIncludes.h"
34#include "core/GameMode.h"
35#include "core/XMLPort.h"
36#include "Scene.h"
37
38namespace orxonox
39{
40    CreateFactory(AnimatedModel);
41
42    AnimatedModel::AnimatedModel(BaseObject* creator) : Model(creator)
43    {
44        RegisterObject(AnimatedModel);
45    }
46
47
48    AnimatedModel::~AnimatedModel()
49    {
50        if (this->isInitialized() && this->mesh_.getEntity())
51            this->detachOgreObject(this->mesh_.getEntity());
52    }
53
54    void AnimatedModel::XMLPort(Element& xmlelement, XMLPort::Mode mode)
55    {
56        SUPER(AnimatedModel, XMLPort, xmlelement, mode);
57        XMLPortParam(AnimatedModel,"anims",setAnims,getAnims, xmlelement,mode).defaultValues("");
58        XMLPortParam(AnimatedModel,"loop", setAnimLoop,getAnimLoop, xmlelement,mode).defaultValues(true);
59        XMLPortParam(AnimatedModel,"enabled", setAnimEnabled,getAnimEnabled, xmlelement,mode).defaultValues(true);
60    }
61
62
63    void AnimatedModel::changedMesh()
64    {
65        if (GameMode::showsGraphics())
66        {
67            if (this->mesh_.getEntity())
68                this->detachOgreObject(this->mesh_.getEntity());
69
70            this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
71
72            if (this->mesh_.getEntity())
73            {
74                this->attachOgreObject(this->mesh_.getEntity());
75                this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
76                this->setAnimationState(this->bAnimLoop_, this->bAnimEnabled_, this->anims_);
77                this->mesh_.setVisible(this->isVisible());
78            }
79        }
80    }
81
82    void AnimatedModel::changedAnimationState()
83    {
84        this->setAnimationState(this->bAnimLoop_, this->bAnimEnabled_, this->anims_);
85    }
86    void AnimatedModel::setAnimationState(bool loop, bool enabled, const std::string& state)
87    {
88        if(state!="")
89        {
90        if(this->mesh_.getEntity()->getAnimationState(state))
91        {
92        Ogre::AnimationState* as = this->mesh_.getEntity()->getAnimationState(state);
93        as->setLoop(loop);
94        as->setEnabled(enabled);
95        this->anims_ = state;
96        }
97        }
98    }
99
100    void AnimatedModel::setAnimLoop(bool loop)
101    {
102        this->bAnimLoop_ = loop;
103    }
104    void AnimatedModel::setAnimEnabled(bool enabled)
105    {
106        this->bAnimEnabled_ = enabled;
107    }
108    void AnimatedModel::tick(float dt)
109    {
110        if(this->mesh_.getEntity()->getAnimationState(anims_))
111        {
112// Test to change Material at runtime!
113
114//            Ogre::MaterialPtr mat = this->mesh_.getEntity()->getSubEntity(0)->getMaterial();
115//            mat->setDiffuse(0.4, 0.3, 0.1, 0.1);
116//            mat->setAmbient(0.3, 0.7, 0.8);
117//            mat->setSpecular(0.5, 0.5, 0.5, 0.1);
118//            Ogre::SceneBlendType sbt = Ogre::SBT_ADD;
119//
120//            mat->setSceneBlending(sbt);
121
122            Ogre::AnimationState* as = this->mesh_.getEntity()->getAnimationState(anims_);
123            as->addTime(dt);
124    }
125}
126}
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