/*
* Copyright 2014 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.rendering.logic;
import com.google.common.collect.Lists;
import org.terasology.entitySystem.Component;
import org.terasology.entitySystem.Owns;
import org.terasology.entitySystem.entity.EntityRef;
import org.terasology.math.geom.Vector3f;
import org.terasology.network.Replicate;
import org.terasology.rendering.assets.animation.MeshAnimation;
import org.terasology.rendering.assets.material.Material;
import org.terasology.rendering.assets.skeletalmesh.SkeletalMesh;
import org.terasology.rendering.nui.properties.Range;
import org.terasology.world.block.ForceBlockActive;
import java.util.List;
import java.util.Map;
/**
*/
@ForceBlockActive
public class SkeletalMeshComponent implements Component {
public SkeletalMesh mesh;
public Material material;
/**
* Should not be set manually. Stores the data of the selected animation variation.
*/
@Replicate
public MeshAnimation animation;
/**
* If true, an animation from {@link #animationPool} will be played when the current animation is done.
*/
@Replicate
public boolean loop;
/**
* When the current animation is done and loop is true then a random animation will be picked from this pool of
* animations.
*/
@Replicate
public List<MeshAnimation> animationPool = Lists.newArrayList();
public float animationRate = 1.0f;
@Range(min = -2.5f, max = 2.5f)
public float heightOffset;
@Owns
public Map<String, EntityRef> boneEntities;
public EntityRef rootBone = EntityRef.NULL;
public float animationTime;
public Vector3f scale = new Vector3f(1, 1, 1);
public Vector3f translate = new Vector3f();
}