/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Benjamin de Capitani * Co-authors: * ... * */ #include "AnimatedModel.h" #include #include #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "Scene.h" namespace orxonox { CreateFactory(AnimatedModel); AnimatedModel::AnimatedModel(BaseObject* creator) : Model(creator) { RegisterObject(AnimatedModel); } AnimatedModel::~AnimatedModel() { if (this->isInitialized() && this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); } void AnimatedModel::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(AnimatedModel, XMLPort, xmlelement, mode); XMLPortParam(AnimatedModel,"anims",setAnims,getAnims, xmlelement,mode).defaultValues(""); XMLPortParam(AnimatedModel,"loop", setAnimLoop,getAnimLoop, xmlelement,mode).defaultValues(true); XMLPortParam(AnimatedModel,"enabled", setAnimEnabled,getAnimEnabled, xmlelement,mode).defaultValues(true); } void AnimatedModel::changedMesh() { if (GameMode::showsGraphics()) { if (this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); if (this->mesh_.getEntity()) { this->attachOgreObject(this->mesh_.getEntity()); this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); this->setAnimationState(this->bAnimLoop_, this->bAnimEnabled_, this->anims_); this->mesh_.setVisible(this->isVisible()); } } } void AnimatedModel::changedAnimationState() { this->setAnimationState(this->bAnimLoop_, this->bAnimEnabled_, this->anims_); } void AnimatedModel::setAnimationState(bool loop, bool enabled, const std::string& state) { if(state!="") { if(this->mesh_.getEntity()->getAnimationState(state)) { Ogre::AnimationState* as = this->mesh_.getEntity()->getAnimationState(state); as->setLoop(loop); as->setEnabled(enabled); this->anims_ = state; } } } void AnimatedModel::setAnimLoop(bool loop) { this->bAnimLoop_ = loop; } void AnimatedModel::setAnimEnabled(bool enabled) { this->bAnimEnabled_ = enabled; } void AnimatedModel::tick(float dt) { if(this->mesh_.getEntity()->getAnimationState(anims_)) { // Test to change Material at runtime! // Ogre::MaterialPtr mat = this->mesh_.getEntity()->getSubEntity(0)->getMaterial(); // mat->setDiffuse(0.4, 0.3, 0.1, 0.1); // mat->setAmbient(0.3, 0.7, 0.8); // mat->setSpecular(0.5, 0.5, 0.5, 0.1); // Ogre::SceneBlendType sbt = Ogre::SBT_ADD; // // mat->setSceneBlending(sbt); Ogre::AnimationState* as = this->mesh_.getEntity()->getAnimationState(anims_); as->addTime(dt); } } }