void CAnimatedMeshSceneNode::useAnimationSet(u32 set_num)
{
	if (m_animation_set.empty())
	{
		setFrameLoop(getStartFrame(), getEndFrame());
		return;
	}
	setFrameLoop(m_animation_set[set_num * 2], m_animation_set[set_num * 2 + 1]);
}
Beispiel #2
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void SpaceShip::handleEvents(sf::Event& event, WorldRef& worldRef)
{
    if (event.type == sf::Event::KeyPressed)
    {
        if (event.key.code == sf::Keyboard::W)
        {
            mVelocity.y = -mSpeed;
        }
        else if (event.key.code == sf::Keyboard::S)
        {
            mVelocity.y = mSpeed;
        }

        if (event.key.code == sf::Keyboard::A)
        {
            mVelocity.x = -mSpeed;
            setFrameLoop(0, 0);
        }
        else if (event.key.code == sf::Keyboard::D)
        {
            mVelocity.x = mSpeed;
            setFrameLoop(1, 1);
        }
    }

    else if (event.type == sf::Event::KeyReleased)
    {
        if (event.key.code == sf::Keyboard::W || event.key.code == sf::Keyboard::S)
        {
            mVelocity.y = 0;
        }

        else if (event.key.code == sf::Keyboard::A || event.key.code == sf::Keyboard::D)
        {
            mVelocity.x = 0;
        }
    }

    else if (event.type == sf::Event::MouseButtonPressed)
    {
        if (event.mouseButton.button == sf::Mouse::Left)
        {
            for (auto& weap : mWeapons)
            {
                weap.fire(worldRef);
            }
        }
    }
    else if (event.type == sf::Event::MouseMoved)
    {
        mMousePosition = sf::Vector2f(event.mouseMove.x, event.mouseMove.y);
    }
}
//! Starts a MD2 animation.
bool CAnimatedMeshSceneNode::setMD2Animation(EMD2_ANIMATION_TYPE anim)
{
    if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
        return false;

    IAnimatedMeshMD2* m = (IAnimatedMeshMD2*)Mesh;

    s32 begin, end, speed;
    m->getFrameLoop(anim, begin, end, speed);

    setAnimationSpeed( f32(speed) );
    setFrameLoop(begin, end);
    return true;
}
//! Starts a special MD2 animation.
bool CAnimatedMeshSceneNode::setMD2Animation(const c8* animationName)
{
    if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
        return false;

    IAnimatedMeshMD2* m = (IAnimatedMeshMD2*)Mesh;

    s32 begin, end, speed;
    if (!m->getFrameLoop(animationName, begin, end, speed))
        return false;

    setAnimationSpeed( (f32)speed );
    setFrameLoop(begin, end);
    return true;
}
//! Sets a new mesh
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
{
	if (!mesh)
		return; // won't set null mesh

	if (Mesh != mesh)
	{
		if (Mesh)
			Mesh->drop();

		Mesh = mesh;

		// grab the mesh (it's non-null!)
		Mesh->grab();
	}

	// get materials and bounding box
	Box = Mesh->getBoundingBox();

	IMesh* m = Mesh->getMesh(0,0);
	if (m)
	{
		Materials.clear();
		Materials.reallocate(m->getMeshBufferCount());

		for (u32 i=0; i<m->getMeshBufferCount(); ++i)
		{
			IMeshBuffer* mb = m->getMeshBuffer(i);
			if (mb)
				Materials.push_back(mb->getMaterial());
			else
				Materials.push_back(video::SMaterial());
		}
	}

	// clean up joint nodes
	if (JointsUsed)
	{
		JointsUsed=false;
		checkJoints();
	}

	// get start and begin time
//	setAnimationSpeed(Mesh->getAnimationSpeed());
	setFrameLoop(0, Mesh->getFrameCount());
}
//! Sets a new mesh
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
{
    if (!mesh)
        return; // won't set null mesh

    if (Mesh)
        Mesh->drop();

    Mesh = mesh;

    // get materials and bounding box
    Box = Mesh->getBoundingBox();

    IMesh* m = Mesh->getMesh(0,0);
    if (m)
    {
        Materials.clear();

        video::SMaterial mat;
        for (u32 i=0; i<m->getMeshBufferCount(); ++i)
        {
            IMeshBuffer* mb = m->getMeshBuffer(i);
            if (mb)
                mat = mb->getMaterial();

            Materials.push_back(mat);
        }
    }

    // get start and begin time
    setFrameLoop ( 0, Mesh->getFrameCount() );

    // grab the mesh
    if (Mesh)
        Mesh->grab();
}