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OgreAnimable.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreAnimable.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __ANIMABLE_H__ #define __ANIMABLE_H__ #include "OgrePrerequisites.h" #include "OgreVector2.h" #include "OgreVector3.h" #include "OgreVector4.h" #include "OgreQuaternion.h" #include "OgreColourValue.h" #include "OgreSharedPtr.h" #include "OgreStringVector.h" #include "OgreException.h" #include "OgreAny.h" namespace Ogre { /** Defines an object property which is animable, ie may be keyframed. @remarks Animable properties are those which can be altered over time by a predefined keyframe sequence. They may be set directly, or they may be modified from their existing state (common if multiple animations are expected to apply at once). Implementors of this interface are expected to override the 'setValue', 'setCurrentStateAsBaseValue' and 'applyDeltaValue' methods appropriate to the type in question, and to initialise the type. @par AnimableValue instances are accessible through any class which extends AnimableObject in order to expose it's animable properties. @note This class is an instance of the Adapter pattern, since it generalises access to a particular property. Whilst it could have been templated such that the type which was being referenced was compiled in, this would make it more difficult to aggregated generically, and since animations are often comprised of multiple properties it helps to be able to deal with all values through a single class. */ class _OgreExport AnimableValue { public: /// The type of the value being animated enum ValueType { INT, REAL, VECTOR2, VECTOR3, VECTOR4, QUATERNION, COLOUR }; protected: /// Value type ValueType mType; /// Base value data union { int mBaseValueInt; Real mBaseValueReal[4]; }; /// Internal method to set a value as base virtual void setAsBaseValue(int val) { mBaseValueInt = val; } /// Internal method to set a value as base virtual void setAsBaseValue(Real val) { mBaseValueReal[0] = val; } /// Internal method to set a value as base virtual void setAsBaseValue(const Vector2& val) { memcpy(mBaseValueReal, val.ptr(), sizeof(Real)*2); } /// Internal method to set a value as base virtual void setAsBaseValue(const Vector3& val) { memcpy(mBaseValueReal, val.ptr(), sizeof(Real)*3); } /// Internal method to set a value as base virtual void setAsBaseValue(const Vector4& val) { memcpy(mBaseValueReal, val.ptr(), sizeof(Real)*4); } /// Internal method to set a value as base virtual void setAsBaseValue(const Quaternion& val) { memcpy(mBaseValueReal, val.ptr(), sizeof(Real)*4); } /// Internal method to set a value as base virtual void setAsBaseValue(const Any& val); /// Internal method to set a value as base virtual void setAsBaseValue(const ColourValue& val) { mBaseValueReal[0] = val.r; mBaseValueReal[1] = val.g; mBaseValueReal[2] = val.b; mBaseValueReal[3] = val.a; } public: AnimableValue(ValueType t) : mType(t) {} virtual ~AnimableValue() {} /// Gets the value type of this animable value ValueType getType(void) const { return mType; } /// Sets the current state as the 'base' value; used for delta animation virtual void setCurrentStateAsBaseValue(void) = 0; /// Set value virtual void setValue(int) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(Real) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(const Vector2&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(const Vector3&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(const Vector4&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(const Quaternion&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(const ColourValue&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void setValue(const Any& val); // reset to base value virtual void resetToBaseValue(void); /// Apply delta value virtual void applyDeltaValue(int) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Set value virtual void applyDeltaValue(Real) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Apply delta value virtual void applyDeltaValue(const Vector2&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Apply delta value virtual void applyDeltaValue(const Vector3&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Apply delta value virtual void applyDeltaValue(const Vector4&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Apply delta value virtual void applyDeltaValue(const Quaternion&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Apply delta value virtual void applyDeltaValue(const ColourValue&) { OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "", ""); } /// Apply delta value virtual void applyDeltaValue(const Any& val); }; typedef SharedPtr
AnimableValuePtr; /** Defines an interface to classes which have one or more AnimableValue instances to expose. */ class _OgreExport AnimableObject { protected: typedef std::map
AnimableDictionaryMap; /// Static map of class name to list of animable value names static AnimableDictionaryMap msAnimableDictionary; /** Get the name of the animable dictionary for this class. @remarks Subclasses must override this if they want to support animation of their values. */ virtual const String& getAnimableDictionaryName(void) const { return StringUtil::BLANK; } /** Internal method for creating a dictionary of animable value names for the class, if it does not already exist. */ void createAnimableDictionary(void) const { if (msAnimableDictionary.find(getAnimableDictionaryName()) == msAnimableDictionary.end()) { StringVector vec; initialiseAnimableDictionary(vec); msAnimableDictionary[getAnimableDictionaryName()] = vec; } } /// Get an updateable reference to animable value list StringVector& _getAnimableValueNames(void) { AnimableDictionaryMap::iterator i = msAnimableDictionary.find(getAnimableDictionaryName()); if (i != msAnimableDictionary.end()) { return i->second; } else { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Animable value list not found for " + getAnimableDictionaryName(), "AnimableObject::getAnimableValueNames"); } } /** Internal method for initialising dictionary; should be implemented by subclasses wanting to expose animable parameters. */ virtual void initialiseAnimableDictionary(StringVector&) const {} public: AnimableObject() {} virtual ~AnimableObject() {} /** Gets a list of animable value names for this object. */ const StringVector& getAnimableValueNames(void) const { createAnimableDictionary(); AnimableDictionaryMap::iterator i = msAnimableDictionary.find(getAnimableDictionaryName()); if (i != msAnimableDictionary.end()) { return i->second; } else { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Animable value list not found for " + getAnimableDictionaryName(), "AnimableObject::getAnimableValueNames"); } } /** Create a reference-counted AnimableValuePtr for the named value. @remarks You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values. */ virtual AnimableValuePtr createAnimableValue(const String& valueName) { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No animable value named '" + valueName + "' present.", "AnimableObject::createAnimableValue"); } }; } #endif
OgreAnimable.h
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