topical media & game development
lib-game-delta3d-sdk-examples-testProceduralAnimation-proceduralanimationcomponent.h / h
/*
* Delta3D Open Source Game and Simulation Engine
* Copyright (C) 2009 MOVES Institute
*
* This library 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 2.1 of the License, or (at your option)
* any later version.
*
* This library 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 library; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Michael Guerrero
*/
ifndef PROCEDURAL_ANIM_COMPONENT_H
define PROCEDURAL_ANIM_COMPONENT_H
//////////////////////////////////////////////////////////////////////////
include <dtCore/refptr.h>
include <dtGame/baseinputcomponent.h>
include <dtGame/defaultgroundclamper.h>
include <dtAnim/posemeshdatabase.h>
include <map>
namespace dtGame { class GameActorProxy; }
namespace dtAnim { class Cal3dModelWrapper; }
namespace dtAnim { class PoseMeshDatabase; }
namespace dtDAL { class ActorProxy; }
class CalCoreModel;
class ProceduralAnimationActor;
//////////////////////////////////////////////////////////////////////////
class ProceduralAnimationComponent : public dtGame::BaseInputComponent
{
public:
static const std::string& NAME;
Constructor
ProceduralAnimationComponent(const std::string& name = NAME);
Handles incoming messages
virtual void ProcessMessage(const dtGame::Message& message);
KeyboardListener call back- Called when a key is pressed.
virtual bool HandleKeyPressed(const dtCore::Keyboard* keyboard, int key);
Generate many actors to stress test the system
void InitializePerformanceTest();
protected:
virtual ~ProceduralAnimationComponent();
private:
typedef dtCore::RefPtr<dtAnim::PoseMeshDatabase> IKDatabase;
std::map<CalCoreModel*, IKDatabase> mPoseMeshMap;
std::vector<ProceduralAnimationActor*> mActorList;
dtCore::RefPtr<dtGame::BaseGroundClamper> mGroundClamper;
void OnMapLoaded();
void OnMapUnloaded();
void OnActorCreated(dtGame::GameActor* newActor);
void CreateIKActorGrid(const osg::Vec3& startPos, const osg::Vec3& forwardDirection,
const osg::Vec3& sideDirection, int forwardCount, int sideCount, bool perturb = true);
void CreateIKActorsForPerfTest();
void CreateIKActorsForAesthetics();
void InitializeIKActors();
dtCore::Transformable* GetTerrain();
void SetAimTarget(const dtCore::Transformable* transformable);
dtAnim::PoseMeshDatabase* GetPoseMeshDatabaseForActor(ProceduralAnimationActor *actor);
};
//////////////////////////////////////////////////////////////////////////
endif // PROCEDURAL_ANIM_COMPONENT_H
(C) Æliens
04/09/2009
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