コード例 #1
0
    bool EC_OgreAnimationController::EnableAnimation(const std::string& name, bool looped, Real fadein, bool high_priority)
    {
        Ogre::Entity* entity = GetEntity();
        Ogre::AnimationState* animstate = GetAnimationState(entity, name);
        if (!animstate) 
            return false;

        animstate->setLoop(looped);

        // See if we already have this animation
        AnimationMap::iterator i = animations_.find(name);
        if (i != animations_.end())
        {
            i->second.phase_ = PHASE_FADEIN;
            i->second.num_repeats_ = (looped ? 0: 1);
            i->second.fade_period_ = fadein;
            i->second.high_priority_ = high_priority;
            return true;
        }
        
        // Start new animation from zero weight & speed factor 1, also reset time position
        animstate->setTimePosition(0.0f);
        
        Animation newanim;
        newanim.phase_ = PHASE_FADEIN;
        newanim.num_repeats_ = (looped ? 0: 1); // if looped, repeat 0 times (loop indefinetly) otherwise repeat one time.
        newanim.fade_period_ = fadein;
        newanim.high_priority_ = high_priority;

        animations_[name] = newanim;

        return true;
    }
コード例 #2
0
void AssetLoader::createCamera(Ogre::SceneManager* sceneMgr, const aiScene* scene, Ogre::String camName)
{
	for (size_t n = 0; n < scene->mNumCameras; n++)
	{
		// カメラを作成
		Ogre::Camera* cam = sceneMgr->createCamera(scene->mCameras[n]->mName.data);
		std::cout << "Create Camra " << cam->getName() << " " << scene->mCameras[n]->mHorizontalFOV << std::endl;
		cam->setFOVy(Ogre::Radian(scene->mCameras[n]->mHorizontalFOV));
		
		// 視点アニメーション用ノード
		Ogre::SceneNode* camNode = sceneMgr->getRootSceneNode()->createChildSceneNode(cam->getName()+"CamNode");
		camNode->attachObject(cam);

		// アニメーションを走査
		for (size_t na = 0; na < scene->mNumAnimations; na++) {
			aiAnimation* aiani = scene->mAnimations[na];
			for (size_t nc = 0; nc < aiani->mNumChannels; nc++) {
				// カメラと同じ名前のチャネルを取得する
				if (Ogre::String(scene->mCameras[n]->mName.data) == cam->getName()) {
					
					//アニメーションを付けるトラックを作成しておく
					Ogre::Animation* ogani = sceneMgr->createAnimation(cam->getName()+"Animation", aiani->mDuration);
					std::cout << "Animation : " << ogani->getName() << std::endl; 
					Ogre::NodeAnimationTrack* track = ogani->createNodeTrack(0, camNode);
					ogani->setInterpolationMode(Ogre::Animation::IM_LINEAR);

					// アニメーションチャネルからキーフレームアニメーションを取得
					aiNodeAnim* chan = aiani->mChannels[n];
					for (size_t np = 0; np < chan->mNumPositionKeys; np++) {						
						aiVectorKey* vk = &(chan->mPositionKeys[np]);
						Ogre::TransformKeyFrame* key = track->createNodeKeyFrame(vk->mTime);
						key->setTranslate(Ogre::Vector3(vk->mValue[0], vk->mValue[1], vk->mValue[2]));

						aiQuatKey* qk = &(chan->mRotationKeys[np]);
						key->setRotation(Ogre::Quaternion(qk->mValue.w, qk->mValue.x, qk->mValue.y, qk->mValue.z));
					}

					// 管理するアニメーションの名前を付けておく
					Ogre::AnimationState* aniState = sceneMgr->createAnimationState(ogani->getName());
					aniState->setEnabled(true);
					aniState->setLoop(true);
					aniState->setTimePosition(0.0);

					//ループを抜ける
					na = scene->mNumAnimations;
					break;
				}
			}
		}
	}
}
コード例 #3
0
ファイル: pacman.cpp プロジェクト: trojanwarrior/pacman
void Pacman::arrancaMuerte(Ogre::Real deltaT)
{
  stop();
  Ogre::AnimationState *anim;
  Ogre::Entity* pacmanEnt = static_cast<Ogre::Entity*>( node->getAttachedObject(PACMAN_NODE));
  anim = pacmanEnt->getAnimationState(PACMAN_EAT_ANIM);
  anim->setEnabled(false);
  anim = pacmanEnt->getAnimationState(PACMAN_DIES);
  anim->addTime(deltaT);
  anim->setEnabled(true);
  anim->setLoop(false);
  anim->setTimePosition(0.0);
  estoyMuriendo = true;

}
コード例 #4
0
ファイル: Player.cpp プロジェクト: simonkwong/Shamoov
void
	Player::stopAnimation(std::string anim)
{
	Ogre::SceneManager::MovableObjectIterator iterator = SceneManager()->getMovableObjectIterator("Entity");
	while(iterator.hasMoreElements())
	{
		Ogre::Entity* e = static_cast<Ogre::Entity*>(iterator.getNext());

		if (e->hasSkeleton())
		{
			Ogre::AnimationState *animation = e->getAnimationState(anim);
			animation->setEnabled(false);
			animation->setTimePosition(0);
		}
	}
}
コード例 #5
0
 bool EC_OgreAnimationController::SetAnimationTimePosition(const std::string& name, Real newPosition)
 {
     Ogre::Entity* entity = GetEntity();
     Ogre::AnimationState* animstate = GetAnimationState(entity, name);
     if (!animstate) 
         return false;
         
     // See if we find this animation in the list of active animations
     AnimationMap::iterator i = animations_.find(name);
     if (i != animations_.end())
     {
         animstate->setTimePosition(newPosition);
         return true;
     }
     // Animation not active
     return false;
 }
コード例 #6
0
ファイル: OgreTools.cpp プロジェクト: banduladh/levelfour
//!
//! Clones an Ogre::MovableObject.
//!
//! Is needed because OGRE does not provide clone functions for cameras and
//! lights.
//!
//! \param movableObject The object to clone.
//! \param name The name to use for the object.
//! \param sceneManager The scene manager to use for creating the object.
//! \return The cloned object.
//!
Ogre::MovableObject * OgreTools::cloneMovableObject ( Ogre::MovableObject *movableObject, const QString &name, Ogre::SceneManager *sceneManager /* =  0 */ )
{
    // make sure the given object is valid
    if (!movableObject) {
        Log::error("The given movable object is invalid.", "OgreTools::cloneMovableObject");
        return 0;
    }

    // make sure a valid scene manager is available
    if (!sceneManager)
        sceneManager = movableObject->_getManager();
    if (!sceneManager) {
        Log::error("No valid scene manager available.", "OgreTools::cloneMovableObject");
        return 0;
    }

    Ogre::MovableObject *result = 0;
    Ogre::String typeName = movableObject->getMovableType();
    if (typeName == "Entity") {
        // clone entity
        Ogre::Entity *entity = dynamic_cast<Ogre::Entity *>(movableObject);
        //movableObjectCopy = entity->clone(name.toStdString());
        Ogre::Entity *entityCopy = sceneManager->createEntity(name.toStdString(), entity->getMesh()->getName());
        Ogre::AnimationStateSet *animationStateSet = entity->getAllAnimationStates();
        Ogre::AnimationStateSet *animationStateSetCopy  = entityCopy->getAllAnimationStates();
        // set the same blend mode on entity copy
        if (entity && entityCopy) {
            if (entity->hasSkeleton() && entityCopy->hasSkeleton()) {
                Ogre::Skeleton *skeleton = entity->getSkeleton();
                Ogre::Skeleton *skeletonCopy = entityCopy->getSkeleton();
                skeletonCopy->setBlendMode(skeleton->getBlendMode());
            }
        }
        // copy all animation states
        if (animationStateSet && animationStateSetCopy) {
            Ogre::AnimationStateIterator animationStateIter = animationStateSet->getAnimationStateIterator();
            Ogre::AnimationStateIterator animationStateCopyIter = animationStateSetCopy->getAnimationStateIterator();
            while (animationStateIter.hasMoreElements()) {
                if (!animationStateCopyIter.hasMoreElements())
                    break;
                Ogre::AnimationState *animationState = animationStateIter.getNext();
                Ogre::AnimationState *animationStateCopy = animationStateCopyIter.getNext();
                animationStateCopy->setLoop(animationState->getLoop());
                //bool enabled = animationState->getEnabled();
                //animationStateCopy->setEnabled(animationState->getEnabled());
                animationStateCopy->setEnabled(true);
                animationStateCopy->setTimePosition(animationState->getTimePosition());
            }
        }

        // create a new container for the cloned entity
        OgreContainer *entityCopyContainer = new OgreContainer(entityCopy);
        entityCopy->setUserAny(Ogre::Any(entityCopyContainer));
        if (!entity->getUserAny().isEmpty()) {
            OgreContainer *entityContainer = Ogre::any_cast<OgreContainer *>(entity->getUserAny());
			if (entityContainer) {
                QObject::connect(entityContainer, SIGNAL(animationStateUpdated(const QString &, double)), entityCopyContainer, SLOT(updateAnimationState(const QString &, double)));
				QObject::connect(entityContainer, SIGNAL(boneTransformUpdated(const QString &, double, double, double, double, double, double)), entityCopyContainer, SLOT(updateBoneTransform(const QString &, double, double, double, double, double, double)));
			}
        }
        result = dynamic_cast<Ogre::MovableObject *>(entityCopy);
    } else if (typeName == "Light") {
        // clone light
        Ogre::Light *light = dynamic_cast<Ogre::Light *>(movableObject);
        Ogre::Light *lightCopy = sceneManager->createLight(name.toStdString());
        lightCopy->setType(light->getType());
        lightCopy->setDiffuseColour(light->getDiffuseColour());
        lightCopy->setSpecularColour(light->getSpecularColour());
        lightCopy->setAttenuation(light->getAttenuationRange(), light->getAttenuationConstant(), light->getAttenuationLinear(), light->getAttenuationQuadric());
        lightCopy->setPosition(light->getPosition());
        lightCopy->setDirection(light->getDirection());
        if (lightCopy->getType() == Ogre::Light::LT_SPOTLIGHT)
            lightCopy->setSpotlightRange(light->getSpotlightInnerAngle(), light->getSpotlightOuterAngle(), light->getSpotlightFalloff());
        lightCopy->setPowerScale(light->getPowerScale());
        lightCopy->setCastShadows(light->getCastShadows());

        // create a new container for the cloned light
        OgreContainer *lightCopyContainer = new OgreContainer(lightCopy);
        lightCopy->setUserAny(Ogre::Any(lightCopyContainer));
        if (!light->getUserAny().isEmpty()) {
            OgreContainer *lightContainer = Ogre::any_cast<OgreContainer *>(light->getUserAny());
            if (lightContainer)
                QObject::connect(lightContainer, SIGNAL(sceneNodeUpdated()), lightCopyContainer, SLOT(updateLight()));
        }
        result = dynamic_cast<Ogre::MovableObject *>(lightCopy);
    } else if (typeName == "Camera") {
        // clone camera
        Ogre::Camera *camera = dynamic_cast<Ogre::Camera *>(movableObject);
        Ogre::Camera *cameraCopy = sceneManager->createCamera(name.toStdString());
        //cameraCopy->setCustomParameter(0, camera->getCustomParameter(0));
        cameraCopy->setAspectRatio(camera->getAspectRatio());
        cameraCopy->setAutoAspectRatio(camera->getAutoAspectRatio());
        //cameraCopy->setAutoTracking(...);
        cameraCopy->setCastShadows(camera->getCastsShadows());
        //cameraCopy->setCullingFrustum(camera->getCullingFrustum());
        //cameraCopy->setCustomParameter(...);
        //cameraCopy->setCustomProjectionMatrix(..);
        //cameraCopy->setCustomViewMatrix(..);
        //cameraCopy->setDebugDisplayEnabled(...);
        //cameraCopy->setDefaultQueryFlags(...);
        //cameraCopy->setDefaultVisibilityFlags(...);
        cameraCopy->setDirection(camera->getDirection());
        //cameraCopy->setFixedYawAxis(...);
        cameraCopy->setFocalLength(camera->getFocalLength());
        cameraCopy->setFOVy(camera->getFOVy());

        //Ogre::Real left;
        //Ogre::Real right;
        //Ogre::Real top;
        //Ogre::Real bottom;
        //camera->getFrustumExtents(left, right, top, bottom);
        //cameraCopy->setFrustumExtents(left, right, top, bottom);
        //cameraCopy->setFrustumOffset(camera->getFrustumOffset());
        //cameraCopy->setListener(camera->getListener());
        cameraCopy->setLodBias(camera->getLodBias());
        //cameraCopy->setLodCamera(camera->getLodCamera());
        cameraCopy->setNearClipDistance(camera->getNearClipDistance());
        cameraCopy->setFarClipDistance(camera->getFarClipDistance());
        cameraCopy->setOrientation(camera->getOrientation());
        //cameraCopy->setOrthoWindow(...);
        //cameraCopy->setOrthoWindowHeight(...);
        //cameraCopy->setOrthoWindowWidth(...);
        cameraCopy->setPolygonMode(camera->getPolygonMode());
        cameraCopy->setPolygonModeOverrideable(camera->getPolygonModeOverrideable());
        cameraCopy->setPosition(camera->getPosition());
        cameraCopy->setProjectionType(camera->getProjectionType());
        cameraCopy->setQueryFlags(camera->getQueryFlags());
        cameraCopy->setRenderingDistance(camera->getRenderingDistance());
        cameraCopy->setRenderQueueGroup(camera->getRenderQueueGroup());
        //cameraCopy->setRenderSystemData(camera->getRenderSystemData());
        cameraCopy->setUseIdentityProjection(camera->getUseIdentityProjection());
        cameraCopy->setUseIdentityView(camera->getUseIdentityView());
        //cameraCopy->setUserAny(camera->getUserAny());
        cameraCopy->setUseRenderingDistance(camera->getUseRenderingDistance());
        //cameraCopy->setUserObject(camera->getUserObject());
        cameraCopy->setVisibilityFlags(camera->getVisibilityFlags());
        cameraCopy->setVisible(camera->getVisible());
        //cameraCopy->setWindow(...);

        if (!movableObject->getUserAny().isEmpty()) {
            CameraInfo *sourceCameraInfo = Ogre::any_cast<CameraInfo *>(movableObject->getUserAny());
            if (sourceCameraInfo) {
                CameraInfo *targetCameraInfo = new CameraInfo();
                targetCameraInfo->width = sourceCameraInfo->width;
                targetCameraInfo->height = sourceCameraInfo->height;
                dynamic_cast<Ogre::MovableObject *>(cameraCopy)->setUserAny(Ogre::Any(targetCameraInfo));
            }
        }

        //// Setup connections for instances
        //SceneNode *targetSceneNode = new SceneNode(cameraCopy);
        //((Ogre::MovableObject *)cameraCopy)->setUserAny(Ogre::Any(targetSceneNode));
        //if (!((Ogre::MovableObject *)camera)->getUserAny().isEmpty()) {
        //    SceneNode *sourceSceneNode = Ogre::any_cast<SceneNode *>(((Ogre::MovableObject *)camera)->getUserAny());
        //    if (sourceSceneNode) {
        //        QObject::connect(sourceSceneNode, SIGNAL(sceneNodeUpdated()), targetSceneNode, SLOT(updateSceneNode()));
        //    }
        //}

        result = dynamic_cast<Ogre::MovableObject *>(cameraCopy);
    }

    if (!result)
        Log::error(QString("Could not clone movable object \"%1\" of type \"%2\".").arg(movableObject->getName().c_str()).arg(typeName.c_str()), "OgreTools::cloneMovableObject");

    return result;
}
コード例 #7
0
	void AnimationTask::receiveAnimationTaskMessage(const Poco::AutoPtr<AnimationTaskMessage>& message)
	{
		AnimationMapEntry entry;
		AnimationMapIterator iter;
		AnimationMapValueEntry valueEntry;
		Ogre::AnimationState *animation;
		memUInt animationAddress;
		FunctorBase *pFunctor;

		if (message.get() == NULL)
		{
			LOG(EngineLog::LM_WARNING, "AnimationTask::receiveAnimationTaskMessage(): message is NULL.");

			return;
		}

		Poco::ScopedRWLock lock(mRWLockActiveAnimations, true);

		animation = message->getAnimation();
		animationAddress = reinterpret_cast<memUInt>(animation);
		if (animation != NULL)
		{
			iter = activeAnimations.find(animationAddress); 
		}

		switch (message->getMessageType())
		{
			case AnimationTaskMessage::AM_ENABLE:
				// If the playCounter flag is true, increment the playCounter if the animation is active, other just start 
				// playing the animation if the counter is one.
				if ((message->isPlayCounter()) && (iter != activeAnimations.end()))
				{
					valueEntry = iter->second;
					valueEntry.second++;
				}
				else
				{
					// Set the loop, restart and enabled values for the animation
					animation->setLoop(message->isLoop());
					if (message->isRestart())
					{
						animation->setTimePosition(0.0f);
					}
					animation->setEnabled(true);

					valueEntry.first = animation;
					valueEntry.second = 1;
				}

				// Add this animations start and stop callbacks to the callback maps
				pFunctor = message->getStartCallback();
				if (pFunctor != NULL)
				{
					Poco::ScopedRWLock lock(mRWLockCallbacks, true);
					mStartCallbacks[animationAddress] = pFunctor;
				}
				pFunctor = message->getStopCallback();
				if (pFunctor != NULL)
				{
					Poco::ScopedRWLock lock(mRWLockCallbacks, true);
					mStopCallbacks[animationAddress] = pFunctor;
				}

				// Add it to the list of active animations
				activeAnimations[animationAddress] = valueEntry;

				// Add it to the set of starting animations
				mStartingAnimations.insert(animationAddress);
				break;

			case AnimationTaskMessage::AM_DISABLE:
				if (iter != activeAnimations.end())
				{
					// If the playCounter flag is true, decrement the playCounter if the animation is active, otherwise just stop 
					// playing the animation if the counter <= 0.
					if (message->isPlayCounter())
					{
						valueEntry = iter->second;
						valueEntry.second--;
						if (valueEntry.second == 0)
						{
							// Mark animation as disabled and remove it from the list
							// of active animations
							animation->setEnabled(false);
							activeAnimations.erase(animationAddress);
							// Remove any callbacks associated with this animation
							{
								Poco::ScopedRWLock lock(mRWLockCallbacks, true);
								mStartCallbacks.erase(animationAddress);
								mStopCallbacks.erase(animationAddress);
							}
						}
						else
						{
							activeAnimations[animationAddress] = valueEntry;
						}
					}
					else
					{
						// Mark animation as disabled and remove it from the list
						// of active transformations
						animation->setEnabled(false);
						activeAnimations.erase(animationAddress);
						// Remove any callbacks associated with this animation
						{
							Poco::ScopedRWLock lock(mRWLockCallbacks, true);
							mStartCallbacks.erase(animationAddress);
							mStopCallbacks.erase(animationAddress);
						}
					}
				}
				break;
			case AnimationTaskMessage::AM_DISABLE_ALL:
				{
					// Remove all active animations and their callbacks
					Poco::ScopedRWLock(mRWLockCallbacks, true);
					for (iter = activeAnimations.begin(); iter != activeAnimations.end(); ++iter)
					{
						animationAddress = iter->first;
						mStartCallbacks.erase(animationAddress);
						mStopCallbacks.erase(animationAddress);
					}
					activeAnimations.clear();
					mStartingAnimations.clear();
				}
				break;
		}
	}
コード例 #8
0
    void EC_OgreAnimationController::Update(f64 frametime)
    {
        Ogre::Entity* entity = GetEntity();
        if (!entity) return;
        
        std::vector<std::string> erase_list;
        
        // Loop through all animations & update them as necessary
        for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i)
        {
            Ogre::AnimationState* animstate = GetAnimationState(entity, i->first);
            if (!animstate)
                continue;
                
            switch(i->second.phase_)
            {
            case PHASE_FADEIN:
                // If period is infinitely fast, skip to full weight & PLAY status
                if (i->second.fade_period_ == 0.0f)
                {
                    i->second.weight_ = 1.0f;
                    i->second.phase_ = PHASE_PLAY;
                }   
                else
                {
                    i->second.weight_ += (1.0f / i->second.fade_period_) * frametime;
                    if (i->second.weight_ >= 1.0f)
                    {
                        i->second.weight_ = 1.0f;
                        i->second.phase_ = PHASE_PLAY;
                    }
                }
                break;

            case PHASE_PLAY:
                if (i->second.auto_stop_ || i->second.num_repeats_ != 1)
                {
                    if ((i->second.speed_factor_ >= 0.f && animstate->getTimePosition() >= animstate->getLength()) ||
                        (i->second.speed_factor_ < 0.f && animstate->getTimePosition() <= 0.f))
                    {
                        if (i->second.num_repeats_ != 1)
                        {
                            if (i->second.num_repeats_ > 1)
                                i->second.num_repeats_--;

                            Ogre::Real rewindpos = i->second.speed_factor_ >= 0.f ? (animstate->getTimePosition() - animstate->getLength()) : animstate->getLength();
                            animstate->setTimePosition(rewindpos);
                        }
                        else
                        {
                            i->second.phase_ = PHASE_FADEOUT;
                        }
                    }
                }
                break;	

            case PHASE_FADEOUT:
                // If period is infinitely fast, skip to disabled status immediately
                if (i->second.fade_period_ == 0.0f)
                {
                    i->second.weight_ = 0.0f;
                    i->second.phase_ = PHASE_STOP;
                }
                else
                {
                    i->second.weight_ -= (1.0f / i->second.fade_period_) * frametime;
                    if (i->second.weight_ <= 0.0f)
                    {
                        i->second.weight_ = 0.0f;
                        i->second.phase_ = PHASE_STOP;
                    }
                }
                break;
            }

            // Set weight & step the animation forward
            if (i->second.phase_ != PHASE_STOP)
            {
                Ogre::Real advance = i->second.speed_factor_ * frametime;
                Ogre::Real new_weight = i->second.weight_ * i->second.weight_factor_;
                
                if (new_weight != animstate->getWeight())
                    animstate->setWeight((Ogre::Real)i->second.weight_ * i->second.weight_factor_);
                if (advance != 0.0f)
                    animstate->addTime((Ogre::Real)(i->second.speed_factor_ * frametime));
                if (!animstate->getEnabled())
                    animstate->setEnabled(true);
            }
            else
            {
                // If stopped, disable & remove this animation from list
                animstate->setEnabled(false);
                erase_list.push_back(i->first);
            }
        }
        
        for (uint i = 0; i < erase_list.size(); ++i)
        {
            animations_.erase(erase_list[i]);
        }
        
        // High-priority/low-priority blending code
        if (entity->hasSkeleton())
        {
            Ogre::SkeletonInstance* skel = entity->getSkeleton();
            if (!skel)
                return;
                
		    if (highpriority_mask_.size() != skel->getNumBones())
			    highpriority_mask_.resize(skel->getNumBones());
		    if (lowpriority_mask_.size() != skel->getNumBones())
			    lowpriority_mask_.resize(skel->getNumBones());

            for (uint i = 0; i < skel->getNumBones(); ++i)
            {
                highpriority_mask_[i] = 1.0;
                lowpriority_mask_[i] = 1.0;
            }

		    // Loop through all high priority animations & update the lowpriority-blendmask based on their active tracks
            for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i)
	        {
                Ogre::AnimationState* animstate = GetAnimationState(entity, i->first);
                if (!animstate)
                    continue;	        
                // Create blend mask if animstate doesn't have it yet
                if (!animstate->hasBlendMask())
                    animstate->createBlendMask(skel->getNumBones());

                if ((i->second.high_priority_) && (i->second.weight_ > 0.0))
                {
				    // High-priority animations get the full weight blend mask
                    animstate->_setBlendMaskData(&highpriority_mask_[0]);
                    if (!skel->hasAnimation(animstate->getAnimationName()))
                        continue;
                        
                    Ogre::Animation* anim = skel->getAnimation(animstate->getAnimationName());
                    
                    Ogre::Animation::NodeTrackIterator it = anim->getNodeTrackIterator();
                    while (it.hasMoreElements())
                    {
					    Ogre::NodeAnimationTrack* track = it.getNext();
					    unsigned id = track->getHandle();
					    // For each active track, reduce corresponding bone weight in lowpriority-blendmask 
					    // by this animation's weight
					    if (id < lowpriority_mask_.size())
					    {
						    lowpriority_mask_[id] -= i->second.weight_;
						    if (lowpriority_mask_[id] < 0.0) lowpriority_mask_[id] = 0.0;
					    }
			        }
                }
            }

		    // Now set the calculated blendmask on low-priority animations
            for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i)
	        {
                Ogre::AnimationState* animstate = GetAnimationState(entity, i->first);
                if (!animstate)
                    continue;	
                if (i->second.high_priority_ == false)	        
                    animstate->_setBlendMaskData(&lowpriority_mask_[0]);			    			   
		    }
        }
    }
コード例 #9
0
ファイル: PlayState.cpp プロジェクト: enriqueforner/Hunter
bool
PlayState::frameStarted
(const Ogre::FrameEvent& evt)
{
   std::cout << "frameStarted PLAY" << std::endl;

  Ogre::Vector3 vt(0,0,0);     Ogre::Real tSpeed = 20.0;  
  _deltaT = evt.timeSinceLastFrame;

  _world->stepSimulation(_deltaT); // Actualizar simulacion Bullet
  _timeLastObject -= _deltaT;

  _camera->moveRelative(vt * _deltaT * tSpeed);
  if (_camera->getPosition().length() < 10.0) {
    _camera->moveRelative(-vt * _deltaT * tSpeed);
  }

  _camera->yaw(Degree(CAM_ROTATION_SPEED * _deltaT * _mouseRotation.x)); //, Node::TS_PARENT
  _camera->pitch(Degree(CAM_ROTATION_SPEED * _deltaT * _mouseRotation.y)); //, Node::TS_LOCAL
  _mouseRotation = Vector2::ZERO;

  //CONTROLAR LA DIRECCION DE LA CAMARA DEL PROYECTIL
  _projectileCamera->lookAt(_camera->getDerivedDirection());
  
  if(_trackedBody){
    _projectileCamera->setPosition(_trackedBody->getCenterOfMassPosition());
    Ogre::Vector3 trackedBodyPosition = _trackedBody->getCenterOfMassPosition();
    Ogre::Vector3 projectileLookAt(trackedBodyPosition.x - _camera->getPosition().x, trackedBodyPosition.y - _camera->getPosition().y, trackedBodyPosition.z - _camera->getPosition().z);
    //_projectileCamera->lookAt(_camera->getDerivedDirection());
    _projectileCamera->lookAt(trackedBodyPosition + projectileLookAt);
  }
   std::cout << "CAMERAS" << std::endl;
  if(_shootKeyDown){
    _keyDownTime = _keyDownTime + _deltaT;
  }
 
  if(_keyDownTime * THROW_FORCE > 100){
    _forcePercent = 100;
  }  
  else{
    _forcePercent = _keyDownTime * THROW_FORCE;
  }

  //_points++;
  _sPF->updatePower(_forcePercent);
  _sPF->updatePoints(_points);
  //std::cout<<_sPF->getSheet()->getChild("PowerWindow")->getUpdateMode() <<std::endl;
  //_sPF->getSheet()->getChild("PowerWindow")->update(_deltaT);
  //CEGUI::System::getSingleton().injectTimePulse(_deltaT);
  //DetectCollisionPig();
   std::cout << "points power" << std::endl;
  _physicsController->detectCollision();  //Este es el bueno. Hay que cambiarlo para que compruebe colisiones sobre todo
   std::cout << "pisis" << std::endl;
  _movementController->moveAll();
  std::cout << "collision moveall" << std::endl;
  if(_finalGame){
      pushState(FinalState::getSingletonPtr());
  }
  lifeWolf();
 std::cout << "wolf" << std::endl;
  if (_lanzaranimationPig){
    for (int i = 0; i < 3; ++i){
      std::ostringstream os;
      os << "pigA" <<i; 
      Ogre::AnimationState* animStatePig = _sceneMgr->getEntity(os.str())-> getAnimationState("SaltoR");
      animStatePig->setTimePosition(0.0);
      animStatePig->setEnabled(true);
      animStatePig->setLoop(true);
      _vector_anims_pig -> push_back(animStatePig);
    }
    _lanzaranimationPig = false;
  }
  

  for (int i = 0; i < 3; ++i){
      Ogre::AnimationState* animStatePig = _vector_anims_pig->at(i);
      if (animStatePig != NULL){
        if (animStatePig->hasEnded()){
          animStatePig->setTimePosition(0.0);
          animStatePig->setEnabled(false);
        }else{
          animStatePig->addTime(_deltaT);
        }
      }
  }
   std::cout << "animation" << std::endl;
  //RecorreVectorTAOAnadirMovimientoConstante();
  //std::cout << "Hasta aqui todo bien 1" << std::endl;

  return true;
  
}