Class: Teien::ViewObject

Inherits:
Object
  • Object
show all
Defined in:
lib/teien/ui/view_object.rb

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(view) ⇒ ViewObject

Returns a new instance of ViewObject.



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# File 'lib/teien/ui/view_object.rb', line 15

def initialize(view)
  @view = view
  @pivot_scene_node = nil
  @scene_node = nil
  @entity = nil
  @animation_operators = Hash.new
  @attached_objects = Hash.new
  @base_object_manager = Teien::get_component("base_object_manager")
end

Instance Attribute Details

#animation_operatorsObject

Returns the value of attribute animation_operators.



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# File 'lib/teien/ui/view_object.rb', line 11

def animation_operators
  @animation_operators
end

#entityObject

Returns the value of attribute entity.



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# File 'lib/teien/ui/view_object.rb', line 10

def entity
  @entity
end

#objectObject

Returns the value of attribute object.



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# File 'lib/teien/ui/view_object.rb', line 13

def object
  @object
end

#pivot_scene_nodeObject

Ogre3D accessor center of view objects(sceneNode) and kept to equal with the rigid_body position.



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# File 'lib/teien/ui/view_object.rb', line 8

def pivot_scene_node
  @pivot_scene_node
end

#scene_nodeObject

Returns the value of attribute scene_node.



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# File 'lib/teien/ui/view_object.rb', line 9

def scene_node
  @scene_node
end

Instance Method Details

#finalizeObject



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# File 'lib/teien/ui/view_object.rb', line 25

def finalize()
  @pivot_scene_node.remove_child(@scene_node)
  @view.scene_mgr.destroySceneNode(@scene_node)
  @view.scene_mgr.get_root_scene_node.remove_child(@pivot_scene_node)
  @view.scene_mgr.destroySceneNode(@pivot_scene_node)
  @view.scene_mgr.destroyEntity(@entity)
end

#set_position(aPos) ⇒ Object

handlers of BaseObject



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# File 'lib/teien/ui/view_object.rb', line 116

def set_position(aPos)
  if @pivot_scene_node
    @pivot_scene_node.set_position(aPos.x, aPos.y, aPos.z)
  else
    # object_info.class == LightObjectInfo
    @entity.set_position(Vector3D.to_ogre(aPos))
  end
end

#set_rotation(rot) ⇒ Object



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# File 'lib/teien/ui/view_object.rb', line 137

def set_rotation(rot)
  @pivot_scene_node.set_orientation(Quaternion.to_ogre(rot))
end

#set_scene_node(entity, offset = Vector3D.new(0, 0, 0), rotate = Quaternion.new(0, 0, 0, 1.0)) ⇒ Object

The offset changes the local position of the created scene_node in Object.



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# File 'lib/teien/ui/view_object.rb', line 97

def set_scene_node(entity, offset = Vector3D.new(0, 0, 0), rotate = Quaternion.new(0, 0, 0, 1.0))
  if (@pivot_scene_node == nil)
    @pivot_scene_node = @view.scene_mgr.get_root_scene_node().create_child_scene_node()
  end
  @scene_node = @pivot_scene_node.create_child_scene_node(Vector3D.to_ogre(offset), 
                                                          Quaternion.to_ogre(rotate))
  @pivot_scene_node.instance_variable_set(:@child, @scene_node) # prevent this from GC.

  if entity
    @scene_node.attach_object(entity)
    @entity = entity
  end

  return @scene_node
end

#set_world_transform(transform) ⇒ Object



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# File 'lib/teien/ui/view_object.rb', line 125

def set_world_transform(transform)
  newPos = transform.get_origin()
  newRot = transform.get_rotation()
  # puts "newRot(#{id}: #{newRot.x}, #{newRot.y}, #{newRot.z}, #{newRot.w})"
  # puts "newPos(#{id}: #{newPos.x}, #{newPos.y}, #{newPos.z})"
  
  return if (newRot.x.nan?)
  
  @pivot_scene_node.set_position(newPos.x, newPos.y, newPos.z) 
  @pivot_scene_node.set_orientation(newRot.w, newRot.x, newRot.y, newRot.z)
end

#update_animation(delta, animation) ⇒ Object



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# File 'lib/teien/ui/view_object.rb', line 77

def update_animation(delta, animation)
  animation.operators.each_pair{|key, value|
    unless @animation_operators[key]
      @entity.get_skeleton().set_blend_mode(animation.blend_mode)
      ani_ope = AnimationOperator.new(@entity)
      ani_ope.init(value.name, value.loop)
      @animation_operators[key] = ani_ope
    end

    if (value.name != @animation_operators[key].name ||
        value.loop != @animation_operators[key].loop)
      @animation_operators[key].play(value.name, value.loop)
    end
    @animation_operators[key].add_time(delta * value.speed)
  }
end

#update_attached_objects(view) ⇒ Object



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# File 'lib/teien/ui/view_object.rb', line 33

def update_attached_objects(view)
  # attached
  @object.attached_objects.each_pair {|key, info|
    unless @attached_objects[key]
      attached_object = @base_object_manager.objects[info.object_name]
      attached_entity = view.objects[attached_object.name].entity
      attached_scene_node = view.objects[attached_object.name].scene_node

      puts "attached: #{info.bone_name}, #{attached_entity}"

      attached_scene_node.detach_object(attached_entity)
      tag = @entity.attach_object_to_bone(info.bone_name, attached_entity)
#        @manager.physics.dynamics_world.remove_rigid_body(obj.rigid_body)
      attached_object.mode = Teien::BaseObject::MODE_ATTACHED
      @attached_objects[key] = info
    end
  }

  # detached
  @attached_objects.each_pair {|key, info|
    unless @object.attached_objects[key]
      detached_object = @base_object_manager.objects[info.object_name]
      detached_entity = view.objects[detached_object.name]
      detached_scene_node = view.objects[detached_object.name].scene_node

      @entity.detach_object_from_bone(detached_entity)
      detached_scene_node.attach_object(obj.entity)
=begin
      if obj.physics_info.collision_filter
        @manager.physics.dynamics_world.add_rigid_body(obj.rigid_body, 
                                                       obj.physics_info.collision_filter.group,
                                                       obj.physics_info.collision_filter.mask)
      else
        @manager.physics.dynamics_world.add_rigid_body(obj.rigid_body)
      end
=end
      detached_object.mode = Teien::BaseObject::MODE_FREE
      @attached_objects.delete(key)
    end
  }


end