source: OGRE/trunk/ogrenew/OgreMain/include/OgreAnimationState.h @ 692

Revision 692, 8.2 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25
26#ifndef __AnimationSet_H__
27#define __AnimationSet_H__
28
29#include "OgrePrerequisites.h"
30
31#include "OgreString.h"
32#include "OgreController.h"
33#include "OgreIteratorWrappers.h"
34
35namespace Ogre {
36
37    /** Represents the state of an animation and the weight of it's influence.
38    @remarks
39        Other classes can hold instances of this class to store the state of any animations
40        they are using.
41    */
42    class _OgreExport AnimationState
43    {
44    public:
45        /// Normal constructor with all params supplied
46        AnimationState(const String& animName, AnimationStateSet *parent,
47                        Real timePos, Real length, Real weight = 1.0, bool enabled = false);
48                /// constructor to copy from an existing state with new parent
49                AnimationState(AnimationStateSet* parent, const AnimationState &rhs);
50                /** Destructor - is here because class has virtual functions and some compilers
51                        would whine if it won't exist.
52                */
53                virtual ~AnimationState();
54       
55        /// Gets the name of the animation to which this state applies
56        const String& getAnimationName() const;
57        /// Gets the time position for this animation
58        Real getTimePosition(void) const;
59        /// Sets the time position for this animation
60        void setTimePosition(Real timePos);
61        /// Gets the total length of this animation (may be shorter than whole animation)
62        Real getLength() const;
63        /// Sets the total length of this animation (may be shorter than whole animation)
64        void setLength(Real len);
65        /// Gets the weight (influence) of this animation
66        Real getWeight(void) const;
67        /// Sets the weight (influence) of this animation
68        void setWeight(Real weight);
69        /** Modifies the time position, adjusting for animation length
70        @remarks
71            This method loops at the edges if animation looping is enabled.
72        */
73        void addTime(Real offset);
74
75        /// Returns true if this animation is currently enabled
76        bool getEnabled(void) const;
77        /// Sets whether this animation is enabled
78        void setEnabled(bool enabled);
79
80        /// Equality operator
81        bool operator==(const AnimationState& rhs) const;
82        // Inequality operator
83        bool operator!=(const AnimationState& rhs) const;
84
85        /** Sets whether or not an animation loops at the start and end of
86            the animation if the time continues to be altered.
87        */
88        void setLoop(bool loop) { mLoop = loop; }
89        /// Gets whether or not this animation loops           
90        bool getLoop(void) const { return mLoop; }
91     
92        /** Copies the states from another animation state, preserving the animation name
93        (unlike operator=) but copying everything else.
94        @param animState Reference to animation state which will use as source.
95        */
96        void copyStateFrom(const AnimationState& animState);
97
98                /// Get the parent animation state set
99                AnimationStateSet* getParent(void) const { return mParent; }
100
101    protected:
102        String mAnimationName;
103                AnimationStateSet* mParent;
104        Real mTimePos;
105        Real mLength;
106        Real mInvLength;
107        Real mWeight;
108        bool mEnabled;
109        bool mLoop;
110
111    };
112
113        // A map of animation states
114        typedef std::map<String, AnimationState*> AnimationStateMap;
115        typedef MapIterator<AnimationStateMap> AnimationStateIterator;
116        typedef ConstMapIterator<AnimationStateMap> ConstAnimationStateIterator;
117    // A list of enabled animation states
118    typedef std::list<AnimationState*> EnabledAnimationStateList;
119    typedef ConstVectorIterator<EnabledAnimationStateList> ConstEnabledAnimationStateIterator;
120
121        /** Class encapsulating a set of AnimationState objects.
122        */
123        class _OgreExport AnimationStateSet
124        {
125        public:
126                /// Create a blank animation state set
127                AnimationStateSet();
128                /// Create an animation set by copying the contents of another
129                AnimationStateSet(const AnimationStateSet& rhs);
130
131                ~AnimationStateSet();
132
133                /** Create a new AnimationState instance.
134                @param animName The name of the animation
135                @param timePos Starting time position
136                @param length Length of the animation to play
137                @param weight Weight to apply the animation with
138                @param enabled Whether the animation is enabled
139                */
140                AnimationState* createAnimationState(const String& animName, 
141                        Real timePos, Real length, Real weight = 1.0, bool enabled = false);
142                /// Get an animation state by the name of the animation
143                AnimationState* getAnimationState(const String& name) const;
144                /// Tests if state for the named animation is present
145                bool hasAnimationState(const String& name) const;
146                /// Remove animation state with the given name
147                void removeAnimationState(const String& name);
148                /// Remove all animation states
149                void removeAllAnimationStates(void);
150
151                /// Get an iterator over all the animation states in this set
152                AnimationStateIterator getAnimationStateIterator(void);
153                /// Get an iterator over all the animation states in this set
154                ConstAnimationStateIterator getAnimationStateIterator(void) const;
155                /// Copy the state of any matching animation states from this to another
156                void copyMatchingState(AnimationStateSet* target) const;
157                /// Set the dirty flag and dirty frame number on this state set
158                void _notifyDirty(void);
159                /// Get the latest animation state been altered frame number
160                unsigned long getDirtyFrameNumber(void) const { return mDirtyFrameNumber; }
161
162        /// Internal method respond to enable/disable an animation state
163        void _notifyAnimationStateEnabled(AnimationState* target, bool enabled);
164        /// Tests if exists enabled animation state in this set
165        bool hasEnabledAnimationState(void) const { return !mEnabledAnimationStates.empty(); }
166                /// Get an iterator over all the enabled animation states in this set
167                ConstEnabledAnimationStateIterator getEnabledAnimationStateIterator(void) const;
168
169        protected:
170                unsigned long mDirtyFrameNumber;
171                AnimationStateMap mAnimationStates;
172        EnabledAnimationStateList mEnabledAnimationStates;
173
174        };
175
176        /** ControllerValue wrapper class for AnimationState.
177        @remarks
178                In Azathoth and earlier, AnimationState was a ControllerValue but this
179                actually causes memory problems since Controllers delete their values
180                automatically when there are no further references to them, but AnimationState
181                is deleted explicitly elsewhere so this causes double-free problems.
182                This wrapper acts as a bridge and it is this which is destroyed automatically.
183        */
184        class _OgreExport AnimationStateControllerValue : public ControllerValue<Real>
185        {
186        protected:
187                AnimationState* mTargetAnimationState;
188        public:
189                /** Constructor, pass in the target animation state. */
190                AnimationStateControllerValue(AnimationState* targetAnimationState)
191                        : mTargetAnimationState(targetAnimationState) {}
192                /// Destructor (parent already virtual)
193                ~AnimationStateControllerValue() {}
194                /** ControllerValue implementation. */
195                Real getValue(void) const;
196
197                /** ControllerValue implementation. */
198                void setValue(Real value);
199
200        };
201
202
203}
204
205#endif
206
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