OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Ogre::ControllerManager Class Reference

Class for managing Controller instances. More...

#include <OgreControllerManager.h>

+ Inheritance diagram for Ogre::ControllerManager:

Public Member Functions

 ControllerManager ()
 
 ~ControllerManager ()
 
void clearControllers (void)
 Destroys all the controllers in existence.
 
ControllerFloatcreateController (const ControllerValueRealPtr &src, const ControllerValueRealPtr &dest, const ControllerFunctionRealPtr &func)
 Creates a new controller and registers it with the manager.
 
ControllerFloatcreateFrameTimePassthroughController (const ControllerValueRealPtr &dest)
 Creates a new controller use frame time source and passthrough controller function.
 
ControllerFloatcreateGpuProgramTimerParam (GpuProgramParametersPtr params, size_t paramIndex, Real timeFactor=1.0f)
 Creates a controller for passing a frame time value through to a vertex / fragment program parameter.
 
ControllerFloatcreateTextureAnimator (TextureUnitState *layer, Real sequenceTime)
 Creates a texture layer animator controller.
 
ControllerFloatcreateTextureRotater (TextureUnitState *layer, Real speed)
 Creates a basic time-based texture coordinate modifier designed for creating rotating textures.
 
ControllerFloatcreateTextureUScroller (TextureUnitState *layer, Real uSpeed)
 Creates a basic time-based texture u coordinate modifier designed for creating scrolling textures.
 
ControllerFloatcreateTextureUVScroller (TextureUnitState *layer, Real speed)
 Creates a basic time-based texture uv coordinate modifier designed for creating scrolling textures.
 
ControllerFloatcreateTextureVScroller (TextureUnitState *layer, Real vSpeed)
 Creates a basic time-based texture v coordinate modifier designed for creating scrolling textures.
 
ControllerFloatcreateTextureWaveTransformer (TextureUnitState *layer, TextureUnitState::TextureTransformType ttype, WaveformType waveType, Real base=0, Real frequency=1, Real phase=0, Real amplitude=1)
 Creates a very flexible time-based texture transformation which can alter the scale, position or rotation of a texture based on a wave function.
 
void destroyController (ControllerFloat *controller)
 Removes & destroys the controller passed in as a pointer.
 
Real getElapsedTime (void) const
 Return the elapsed time.
 
Real getFrameDelay (void) const
 Gets the constant that is added to time lapsed between each frame.
 
const ControllerValueRealPtrgetFrameTimeSource (void) const
 Returns a ControllerValue which provides the time since the last frame as a control value source.
 
const ControllerFunctionRealPtrgetPassthroughControllerFunction (void) const
 Retrieve a simple passthrough controller function.
 
Real getTimeFactor (void) const
 Return relative speed of time as perceived by time based controllers.
 
void setElapsedTime (Real elapsedTime)
 Set the elapsed time.
 
void setFrameDelay (Real fd)
 Sets a constant frame rate.
 
void setTimeFactor (Real tf)
 Set the relative speed to update frame time based controllers.
 
void updateAllControllers (void)
 Updates all the registered controllers.
 
- Public Member Functions inherited from Ogre::Singleton< ControllerManager >
 Singleton (void)
 
 ~Singleton (void)
 

Static Public Member Functions

static ControllerManagergetSingleton (void)
 Get the singleton instance.
 
static ControllerManagergetSingletonPtr (void)
 Get the singleton instance.
 
- Static Public Member Functions inherited from Ogre::Singleton< ControllerManager >
static ControllerManagergetSingleton (void)
 Get the singleton instance.
 
static ControllerManagergetSingletonPtr (void)
 Get the singleton instance.
 

Detailed Description

Class for managing Controller instances.

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).

Constructor & Destructor Documentation

◆ ControllerManager()

Ogre::ControllerManager::ControllerManager ( )

◆ ~ControllerManager()

Ogre::ControllerManager::~ControllerManager ( )

Member Function Documentation

◆ createController()

ControllerFloat * Ogre::ControllerManager::createController ( const ControllerValueRealPtr src,
const ControllerValueRealPtr dest,
const ControllerFunctionRealPtr func 
)

Creates a new controller and registers it with the manager.

◆ createFrameTimePassthroughController()

ControllerFloat * Ogre::ControllerManager::createFrameTimePassthroughController ( const ControllerValueRealPtr dest)

Creates a new controller use frame time source and passthrough controller function.

◆ clearControllers()

void Ogre::ControllerManager::clearControllers ( void  )

Destroys all the controllers in existence.

◆ updateAllControllers()

void Ogre::ControllerManager::updateAllControllers ( void  )

Updates all the registered controllers.

◆ getFrameTimeSource()

const ControllerValueRealPtr & Ogre::ControllerManager::getFrameTimeSource ( void  ) const

Returns a ControllerValue which provides the time since the last frame as a control value source.

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.

Remember the value will only be up to date after the RenderSystem::beginFrame method is called.
See also
RenderSystem::beginFrame

◆ getPassthroughControllerFunction()

const ControllerFunctionRealPtr & Ogre::ControllerManager::getPassthroughControllerFunction ( void  ) const

Retrieve a simple passthrough controller function.

◆ createTextureAnimator()

ControllerFloat * Ogre::ControllerManager::createTextureAnimator ( TextureUnitState layer,
Real  sequenceTime 
)

Creates a texture layer animator controller.

This helper method creates the Controller, ControllerValue and ControllerFunction classes required to animate a texture.

Parameters
layerTextureUnitState object to animate
sequenceTimeThe amount of time in seconds it will take to loop through all the frames.

◆ createTextureUVScroller()

ControllerFloat * Ogre::ControllerManager::createTextureUVScroller ( TextureUnitState layer,
Real  speed 
)

Creates a basic time-based texture uv coordinate modifier designed for creating scrolling textures.

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.

Parameters
layerThe texture layer to animate.
speedSpeed of horizontal (u-coord) and vertical (v-coord) scroll, in complete wraps per second.

◆ createTextureUScroller()

ControllerFloat * Ogre::ControllerManager::createTextureUScroller ( TextureUnitState layer,
Real  uSpeed 
)

Creates a basic time-based texture u coordinate modifier designed for creating scrolling textures.

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.

Parameters
layerThe texture layer to animate.
uSpeedSpeed of horizontal (u-coord) scroll, in complete wraps per second.

◆ createTextureVScroller()

ControllerFloat * Ogre::ControllerManager::createTextureVScroller ( TextureUnitState layer,
Real  vSpeed 
)

Creates a basic time-based texture v coordinate modifier designed for creating scrolling textures.

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.

Parameters
layerThe texture layer to animate.
vSpeedSpeed of vertical (v-coord) scroll, in complete wraps per second.

◆ createTextureRotater()

ControllerFloat * Ogre::ControllerManager::createTextureRotater ( TextureUnitState layer,
Real  speed 
)

Creates a basic time-based texture coordinate modifier designed for creating rotating textures.

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.

Parameters
layerThe texture layer to rotate.
speedSpeed of rotation, in complete anticlockwise revolutions per second.

◆ createTextureWaveTransformer()

ControllerFloat * Ogre::ControllerManager::createTextureWaveTransformer ( TextureUnitState layer,
TextureUnitState::TextureTransformType  ttype,
WaveformType  waveType,
Real  base = 0,
Real  frequency = 1,
Real  phase = 0,
Real  amplitude = 1 
)

Creates a very flexible time-based texture transformation which can alter the scale, position or rotation of a texture based on a wave function.

Parameters
layerThe texture layer to affect.
ttypeThe type of transform, either translate (scroll), scale (stretch) or rotate (spin).
waveTypeThe shape of the wave, see WaveformType enum for details.
baseThe base value of the output.
frequencyThe speed of the wave in cycles per second.
phaseThe offset of the start of the wave, e.g. 0.5 to start half-way through the wave.
amplitudeScales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects.

◆ createGpuProgramTimerParam()

ControllerFloat * Ogre::ControllerManager::createGpuProgramTimerParam ( GpuProgramParametersPtr  params,
size_t  paramIndex,
Real  timeFactor = 1.0f 
)

Creates a controller for passing a frame time value through to a vertex / fragment program parameter.

The destination parameter is expected to be a float, and the '.x' attribute will be populated with the appropriately scaled time value.

Parameters
paramsThe parameters to update.
paramIndexThe index of the parameter to update; if you want a named parameter, then retrieve the index beforehand using GpuProgramParameters::getParamIndex.
timeFactorThe factor by which to adjust the time elapsed by before passing it to the program.

◆ destroyController()

void Ogre::ControllerManager::destroyController ( ControllerFloat controller)

Removes & destroys the controller passed in as a pointer.

◆ getTimeFactor()

Real Ogre::ControllerManager::getTimeFactor ( void  ) const

Return relative speed of time as perceived by time based controllers.

See setTimeFactor for full information on the meaning of this value.

◆ setTimeFactor()

void Ogre::ControllerManager::setTimeFactor ( Real  tf)

Set the relative speed to update frame time based controllers.

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.

Parameters
tfThe virtual speed of time (1.0 is real time).

◆ getFrameDelay()

Real Ogre::ControllerManager::getFrameDelay ( void  ) const

Gets the constant that is added to time lapsed between each frame.

See setFrameDelay for full information on the meaning of this value.

◆ setFrameDelay()

void Ogre::ControllerManager::setFrameDelay ( Real  fd)

Sets a constant frame rate.

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.

Parameters
fdThe delay in seconds wanted between each frame (1.0f / 25.0f means a seconds worth of animation is done in 25 frames).

◆ getElapsedTime()

Real Ogre::ControllerManager::getElapsedTime ( void  ) const

Return the elapsed time.

See setElapsedTime for full information on the meaning of this value.

◆ setElapsedTime()

void Ogre::ControllerManager::setElapsedTime ( Real  elapsedTime)

Set the elapsed time.

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.

Parameters
elapsedTimeThe new elapsed time.

◆ getSingleton()

static ControllerManager & Ogre::ControllerManager::getSingleton ( void  )
static

Get the singleton instance.

◆ getSingletonPtr()

static ControllerManager * Ogre::ControllerManager::getSingletonPtr ( void  )
static

Get the singleton instance.


The documentation for this class was generated from the following file: