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/*!
@file
@author Albert Semenov
@date 08/2009
*/
#ifndef SKELETON_STATE_H_
#define SKELETON_STATE_H_
#include <Ogre.h>
#include "IAnimationNode.h"
#include "IAnimationGraph.h"
namespace animation
{
class SkeletonState :
public IAnimationNode
{
public:
SkeletonState() :
mState(0)
{
}
SkeletonState(const std::string& _name, IAnimationGraph* _graph) :
IAnimationNode(_name, _graph),
mState(0)
{
}
virtual ~SkeletonState()
{
if (mState != 0) mState->setEnabled(false);
}
virtual void setEvent(const std::string& _name, float _value = 0)
{
if (!mState)
{
updateState();
if (!mState) return;
}
if (_name == "Start") mState->setEnabled(true);
else if (_name == "Stop") mState->setEnabled(false);
else if (_name == "Position") mState->setTimePosition(_value);
else if (_name == "Weight") mState->setWeight(_value);
}
virtual void addConnection(const std::string& _eventout, IAnimationNode* _node, const std::string& _eventin)
{
mConnections.push_back(PairOut(_eventout, PairIn(_node, _eventin)));
}
virtual void setProperty(const std::string& _key, const std::string& _value)
{
if (_key == "StateName")
{
if (mState != 0) mState->setEnabled(false);
mState = 0;
mStateName = _value;
}
}
virtual float getLength()
{
if (!mState)
{
updateState();
if (!mState) return 0;
}
return mState->getLength();
}
float getWeight()
{
if (mState == 0) return 0;
return mState->getWeight();
}
float getPosition()
{
if (mState == 0) return 0;
return mState->getTimePosition();
}
bool isEnabled()
{
if (mState == 0) return false;
return mState->getEnabled();
}
private:
void updateState()
{
Ogre::Any any = getGraph()->getData("OwnerEntity");
if (!any.isEmpty())
{
Ogre::Entity* entity = Ogre::any_cast<Ogre::Entity*>(any);
entity->getSkeleton()->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE);
mState = entity->getAnimationState(mStateName);
}
}
private:
Ogre::AnimationState* mState;
typedef std::pair<IAnimationNode*, std::string> PairIn;
typedef std::pair<std::string, PairIn> PairOut;
typedef std::vector<PairOut> VectorPairOut;
VectorPairOut mConnections;
std::string mStateName;
};
} // namespace animation
#endif // SKELETON_STATE_H_
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