Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/release2012/src/orxonox/graphics/AnimatedModel.cc @ 10158

Last change on this file since 10158 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 3.9 KB
Line 
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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AnimatedModel.h"
30
31#include <OgreEntity.h>
32#include <OgreAnimationState.h>
33
34#include "core/CoreIncludes.h"
35#include "core/GameMode.h"
36#include "core/XMLPort.h"
37#include "Scene.h"
38
39namespace orxonox
40{
41    CreateFactory(AnimatedModel);
42
43    AnimatedModel::AnimatedModel(BaseObject* creator) : Model(creator)
44    {
45        RegisterObject(AnimatedModel);
46    }
47
48
49    AnimatedModel::~AnimatedModel()
50    {
51        if (this->isInitialized() && this->mesh_.getEntity())
52            this->detachOgreObject(this->mesh_.getEntity());
53    }
54
55    void AnimatedModel::XMLPort(Element& xmlelement, XMLPort::Mode mode)
56    {
57        SUPER(AnimatedModel, XMLPort, xmlelement, mode);
58        XMLPortParam(AnimatedModel,"anims",setAnims,getAnims, xmlelement,mode).defaultValues("");
59        XMLPortParam(AnimatedModel,"loop", setAnimLoop,getAnimLoop, xmlelement,mode).defaultValues(true);
60        XMLPortParam(AnimatedModel,"enabled", setAnimEnabled,getAnimEnabled, xmlelement,mode).defaultValues(true);
61    }
62
63
64    void AnimatedModel::changedMesh()
65    {
66        if (GameMode::showsGraphics())
67        {
68            if (this->mesh_.getEntity())
69                this->detachOgreObject(this->mesh_.getEntity());
70
71            this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
72
73            if (this->mesh_.getEntity())
74            {
75                this->attachOgreObject(this->mesh_.getEntity());
76                this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
77                this->setAnimationState(this->bAnimLoop_, this->bAnimEnabled_, this->anims_);
78                this->mesh_.setVisible(this->isVisible());
79            }
80        }
81    }
82
83    void AnimatedModel::changedAnimationState()
84    {
85        this->setAnimationState(this->bAnimLoop_, this->bAnimEnabled_, this->anims_);
86    }
87    void AnimatedModel::setAnimationState(bool loop, bool enabled, const std::string& state)
88    {
89        if(state!="")
90        {
91        if(this->mesh_.getEntity()->getAnimationState(state))
92        {
93        Ogre::AnimationState* as = this->mesh_.getEntity()->getAnimationState(state);
94        as->setLoop(loop);
95        as->setEnabled(enabled);
96        this->anims_ = state;
97        }
98        }
99    }
100
101    void AnimatedModel::setAnimLoop(bool loop)
102    {
103        this->bAnimLoop_ = loop;
104    }
105    void AnimatedModel::setAnimEnabled(bool enabled)
106    {
107        this->bAnimEnabled_ = enabled;
108    }
109    void AnimatedModel::tick(float dt)
110    {
111        if(this->mesh_.getEntity()->getAnimationState(anims_))
112        {
113// Test to change Material at runtime!
114
115//            Ogre::MaterialPtr mat = this->mesh_.getEntity()->getSubEntity(0)->getMaterial();
116//            mat->setDiffuse(0.4, 0.3, 0.1, 0.1);
117//            mat->setAmbient(0.3, 0.7, 0.8);
118//            mat->setSpecular(0.5, 0.5, 0.5, 0.1);
119//            Ogre::SceneBlendType sbt = Ogre::SBT_ADD;
120//
121//            mat->setSceneBlending(sbt);
122
123            Ogre::AnimationState* as = this->mesh_.getEntity()->getAnimationState(anims_);
124            as->addTime(dt);
125    }
126}
127}
Note: See TracBrowser for help on using the repository browser.