Kukatz 3D  0.1
Török Attila szakdolgozata
projects/Kukatz 3D/src/animatedobject.cpp
00001 /*
00002  * animatedobject.cpp - Kukatz 3D
00003  * Copyright (c) 2011 - TÖRÖK Attila (torokati44@gmail.com)
00004  *
00005  * This software is provided 'as-is', without any express or implied
00006  * warranty. In no event will the authors be held liable for any damages
00007  * arising from the use of this software.
00008  *
00009  * Permission is granted to anyone to use this software for any purpose,
00010  * including commercial applications, and to alter it and redistribute it
00011  * freely, subject to the following restrictions:
00012  *
00013  *       1. The origin of this software must not be misrepresented; you must not
00014  *                      claim that you wrote the original software. If you use this software
00015  *                      in a product, an acknowledgment in the product documentation would be
00016  *                      appreciated but is not required.
00017  *
00018  *       2. Altered source versions must be plainly marked as such, and must not be
00019  *                      misrepresented as being the original software.
00020  *
00021  *       3. This notice may not be removed or altered from any source
00022  *                      distribution.
00023  */
00024 
00025 #include "animatedobject.hpp"
00026 
00027 #include <iostream>
00028 
00029 #include "resourcemanager.hpp"
00030 #include "camera.hpp"
00031 #include "misc.hpp"
00032 
00033 AnimatedObject::AnimatedObject(const std::string& a, const std::string& t):
00034         animation_ptr(ResourceManager::instance().animations[a]),
00035         texture_ptr(ResourceManager::instance().textures[t]),
00036         time(0), playing(false), last_updated(0), looping(false),
00037         animation_id(a), texture_id(t)
00038 {
00039         
00040 }
00041 
00042 void AnimatedObject::render()
00043 {
00044         if (is_visible())
00045         {
00046                 ResourceManager::instance().use_program(GL_VERTEX_SHADER);
00047                 texture_ptr->bind();
00048                 set_transform();
00049                 animation_ptr->draw_at(time);
00050                 unset_transform();
00051         }
00052 }
00053 
00054 bool AnimatedObject::is_visible()
00055 {
00056         return Camera::get_current().sees(
00057                 transform(animation_ptr->get_sphere_center_at(time), matrix),
00058                 length(transform(sf::Vector3f(animation_ptr->get_sphere_radius_at(time), 0, 0), matrix) - get_position()));
00059 }
00060 
00061 void AnimatedObject::set_time(float t)
00062 {
00063         time = t;
00064 }
00065 
00066 AnimatedObject::~AnimatedObject()
00067 {
00068         
00069 }
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