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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) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#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 {
/** \addtogroup Core
* @{
*/
/** \addtogroup General
* @{
*/
typedef SharedPtr< ControllerValue<Real> > ControllerValueRealPtr;
typedef SharedPtr< ControllerFunction<Real> > 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<ControllerManager>, public ControllerAlloc
{
protected:
typedef set<Controller<Real>*>::type 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<Real>* createController(const ControllerValueRealPtr& src,
const ControllerValueRealPtr& dest, const ControllerFunctionRealPtr& func);
/** Creates a new controller use frame time source and passthrough controller function.
*/
Controller<Real>* 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<Real>* 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 / rotators.
@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<Real>* 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 / rotators.
@param
layer The texture layer to animate.
@param
uSpeed Speed of horizontal (u-coord) scroll, in complete wraps per second
*/
Controller<Real>* 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 / rotators.
@param
layer The texture layer to animate.
@param
vSpeed Speed of vertical (v-coord) scroll, in complete wraps per second
*/
Controller<Real>* 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 / rotators.
@param
layer The texture layer to rotate.
@param
vSpeed Speed of rotation, in complete anticlockwise revolutions per second
*/
Controller<Real>* 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<Real>* 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<Real>* createGpuProgramTimerParam(GpuProgramParametersSharedPtr params, size_t paramIndex,
Real timeFactor = 1.0f);
/** Removes & destroys the controller passed in as a pointer.
*/
void destroyController(Controller<Real>* 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
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