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OgreControllerManager.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreControllerManager.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 __ControllerManager_H__ #define __ControllerManager_H__ #include "OgrePrerequisites.h" #include "OgreCommon.h" #include "OgreSingleton.h" #include "OgreController.h" #include "OgrePredefinedControllers.h" #include "OgreTextureUnitState.h" #include "OgreSharedPtr.h" namespace Ogre { typedef SharedPtr< ControllerValue
> ControllerValueRealPtr; typedef SharedPtr< ControllerFunction
> ControllerFunctionRealPtr; /** Class for managing Controller instances. @remarks This class is responsible to keeping tabs on all the Controller instances registered and updating them when requested. It also provides a number of convenience methods for creating commonly used controllers (such as texture animators). */ class _OgreExport ControllerManager : public Singleton
{ protected: typedef std::set
*> ControllerList; ControllerList mControllers; /// Global predefined controller ControllerValueRealPtr mFrameTimeController; /// Global predefined controller ControllerFunctionRealPtr mPassthroughFunction; // Last frame number updated unsigned long mLastFrameNumber; public: ControllerManager(); ~ControllerManager(); /** Creates a new controller and registers it with the manager. */ Controller
* createController(const ControllerValueRealPtr& src, const ControllerValueRealPtr& dest, const ControllerFunctionRealPtr& func); /** Creates a new controller use frame time source and passthrough controller function. */ Controller
* createFrameTimePassthroughController( const ControllerValueRealPtr& dest); /** Destroys all the controllers in existence. */ void clearControllers(void); /** Updates all the registered controllers. */ void updateAllControllers(void); /** Returns a ControllerValue which provides the time since the last frame as a control value source. @remarks A common source value to use to feed into a controller is the time since the last frame. This method returns a pointer to a common source value which provides this information. @par Remember the value will only be up to date after the RenderSystem::beginFrame method is called. @see RenderSystem::beginFrame */ const ControllerValueRealPtr& getFrameTimeSource(void) const; /** Retrieve a simple passthrough controller function. */ const ControllerFunctionRealPtr& getPassthroughControllerFunction(void) const; /** Creates a texture layer animator controller. @remarks This helper method creates the Controller, ControllerValue and ControllerFunction classes required to animate a texture. @param layer TextureUnitState object to animate @param sequenceTime The amount of time in seconds it will take to loop through all the frames. */ Controller
* createTextureAnimator(TextureUnitState* layer, Real sequenceTime); /** Creates a basic time-based texture uv coordinate modifier designed for creating scrolling textures. @remarks This simple method allows you to easily create constant-speed uv scrolling textures. If you want to specify different speed values for horizontal and vertical scroll, use the specific methods ControllerManager::createTextureUScroller and ControllerManager::createTextureVScroller. If you want more control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based scrollers / stretchers / rotaters. @param layer The texture layer to animate. @param speed Speed of horizontal (u-coord) and vertical (v-coord) scroll, in complete wraps per second */ Controller
* createTextureUVScroller(TextureUnitState* layer, Real speed); /** Creates a basic time-based texture u coordinate modifier designed for creating scrolling textures. @remarks This simple method allows you to easily create constant-speed u scrolling textures. If you want more control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based scrollers / stretchers / rotaters. @param layer The texture layer to animate. @param uSpeed Speed of horizontal (u-coord) scroll, in complete wraps per second */ Controller
* createTextureUScroller(TextureUnitState* layer, Real uSpeed); /** Creates a basic time-based texture v coordinate modifier designed for creating scrolling textures. @remarks This simple method allows you to easily create constant-speed v scrolling textures. If you want more control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based scrollers / stretchers / rotaters. @param layer The texture layer to animate. @param vSpeed Speed of vertical (v-coord) scroll, in complete wraps per second */ Controller
* createTextureVScroller(TextureUnitState* layer, Real vSpeed); /** Creates a basic time-based texture coordinate modifier designed for creating rotating textures. @return This simple method allows you to easily create constant-speed rotating textures. If you want more control, look up the ControllerManager::createTextureWaveTransformer for more complex wave-based scrollers / stretchers / rotaters. @param layer The texture layer to rotate. @param vSpeed Speed of rotation, in complete anticlockwise revolutions per second */ Controller
* createTextureRotater(TextureUnitState* layer, Real speed); /** Creates a very flexible time-based texture transformation which can alter the scale, position or rotation of a texture based on a wave function. @param layer The texture layer to affect @param ttype The type of transform, either translate (scroll), scale (stretch) or rotate (spin) @param waveType The shape of the wave, see WaveformType enum for details @param base The base value of the output @param frequency The speed of the wave in cycles per second @param phase The offset of the start of the wave, e.g. 0.5 to start half-way through the wave @param amplitude Scales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects */ Controller
* createTextureWaveTransformer(TextureUnitState* layer, TextureUnitState::TextureTransformType ttype, WaveformType waveType, Real base = 0, Real frequency = 1, Real phase = 0, Real amplitude = 1); /** Creates a controller for passing a frame time value through to a vertex / fragment program parameter. @remarks The destination parameter is expected to be a float, and the '.x' attribute will be populated with the appropriately scaled time value. @param params The parameters to update @param paramIndex The index of the parameter to update; if you want a named parameter, then retrieve the index beforehand using GpuProgramParameters::getParamIndex @param factor The factor by which to adjust the time elapsed by before passing it to the program */ Controller
* createGpuProgramTimerParam(GpuProgramParameters* params, size_t paramIndex, Real timeFactor = 1.0f); /** Removes & destroys the controller passed in as a pointer. */ void destroyController(Controller
* controller); /** Return relative speed of time as perceived by time based controllers. @remarks See setTimeFactor for full information on the meaning of this value. */ Real getTimeFactor(void) const; /** Set the relative speed to update frame time based controllers. @remarks Normally any controllers which use time as an input (FrameTimeController) are updated automatically in line with the real passage of time. This method allows you to change that, so that controllers are told that the time is passing slower or faster than it actually is. Use this to globally speed up / slow down the effect of time-based controllers. @param tf The virtual speed of time (1.0 is real time). */ void setTimeFactor(Real tf); /** Gets the constant that is added to time lapsed between each frame. @remarks See setFrameDelay for full information on the meaning of this value. */ Real getFrameDelay(void) const; /** Sets a constant frame rate. @remarks This function is useful when rendering a sequence to files that should create a film clip with constant frame rate. It will ensure that scrolling textures and animations move at a constant frame rate. @param fd The delay in seconds wanted between each frame (1.0f / 25.0f means a seconds worth of animation is done in 25 frames). */ void setFrameDelay(Real fd); /** Return the elapsed time. @remarks See setElapsedTime for full information on the meaning of this value. */ Real getElapsedTime(void) const; /** Set the elapsed time. @remarks Normally elapsed time accumulated all frames time (which speed relative to time factor) since the rendering loop started. This method allows your to change that to special time, so some elapsed-time-based globally effect is repeatable. @param elapsedTime The new elapsed time */ void setElapsedTime(Real elapsedTime); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static ControllerManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static ControllerManager* getSingletonPtr(void); }; } #endif
OgreControllerManager.h
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