1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 |
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26 | #ifndef __SkeletonInstance_H__
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27 | #define __SkeletonInstance_H__
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28 |
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29 | #include "OgrePrerequisites.h"
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30 | #include "OgreSkeleton.h"
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31 |
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32 | namespace Ogre {
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33 |
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34 | /** A SkeletonInstance is a single instance of a Skeleton used by a world object.
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35 | @remarks
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36 | The difference between a Skeleton and a SkeletonInstance is that the
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37 | Skeleton is the 'master' version much like Mesh is a 'master' version of
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38 | Entity. Many SkeletonInstance objects can be based on a single Skeleton,
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39 | and are copies of it when created. Any changes made to this are not
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40 | reflected in the master copy. The exception is animations; these are
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41 | shared on the Skeleton itself and may not be modified here.
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42 | */
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43 | class _OgreExport SkeletonInstance : public Skeleton
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44 | {
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45 | public:
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46 | /** Constructor, don't call directly, this will be created automatically
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47 | when you create an Entity based on a skeletally animated Mesh.
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48 | */
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49 | SkeletonInstance(const SkeletonPtr& masterCopy);
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50 | ~SkeletonInstance();
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51 |
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52 | /** Gets the number of animations on this skeleton. */
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53 | unsigned short getNumAnimations(void) const;
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54 |
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55 | /** Gets a single animation by index. */
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56 | Animation* getAnimation(unsigned short index) const;
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57 |
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58 | /** Creates a new Animation object for animating this skeleton.
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59 | @remarks
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60 | This method updates the reference skeleton, not just this instance!
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61 | @param name The name of this animation
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62 | @param length The length of the animation in seconds
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63 | */
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64 | Animation* createAnimation(const String& name, Real length);
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65 |
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66 | /** Returns the named Animation object. */
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67 | Animation* getAnimation(const String& name,
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68 | const LinkedSkeletonAnimationSource** linker = 0) const;
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69 |
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70 | /** Removes an Animation from this skeleton.
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71 | @remarks
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72 | This method updates the reference skeleton, not just this instance!
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73 | */
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74 | void removeAnimation(const String& name);
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75 |
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76 |
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77 | /** Creates a TagPoint ready to be attached to a bone */
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78 | TagPoint* createTagPointOnBone(Bone* bone,
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79 | const Quaternion &offsetOrientation = Quaternion::IDENTITY,
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80 | const Vector3 &offsetPosition = Vector3::UNIT_SCALE);
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81 |
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82 | /** Frees a TagPoint that already attached to a bone */
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83 | void freeTagPoint(TagPoint* tagPoint);
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84 |
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85 | /// @copydoc Skeleton::addLinkedSkeletonAnimationSource
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86 | void addLinkedSkeletonAnimationSource(const String& skelName,
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87 | Real scale = 1.0f);
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88 | /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources
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89 | void removeAllLinkedSkeletonAnimationSources(void);
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90 | /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator
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91 | LinkedSkeletonAnimSourceIterator
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92 | getLinkedSkeletonAnimationSourceIterator(void) const;
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93 |
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94 | /// @copydoc Skeleton::_initAnimationState
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95 | void _initAnimationState(AnimationStateSet* animSet);
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96 |
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97 | /// @copydoc Skeleton::_refreshAnimationState
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98 | void _refreshAnimationState(AnimationStateSet* animSet);
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99 | protected:
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100 | /// Pointer back to master Skeleton
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101 | SkeletonPtr mSkeleton;
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102 |
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103 | typedef std::list<TagPoint*> ActiveTagPointList;
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104 | typedef std::deque<TagPoint*> FreeTagPointQueue;
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105 |
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106 | /** Active tag point list.
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107 | @remarks
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108 | This is a linked list of pointers to actived tag point
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109 | @par
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110 | This allows very fast instertions and deletions from anywhere in the list to activate / deactivate
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111 | tag points (required for weapon / equip systems etc) as well as resuse of TagPoint instances
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112 | without construction & destruction which avoids memory thrashing.
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113 | */
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114 | ActiveTagPointList mActiveTagPoints;
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115 |
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116 | /** Free tag point queue.
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117 | @remarks
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118 | This contains a list of the tag points free for use as new instances
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119 | as required by the set. When a TagPoint instances are deactived, there will are referenced on this
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120 | deque. As they get used this deque reduces, as they get released back to to the set they get added
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121 | back to the deque.
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122 | */
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123 | FreeTagPointQueue mFreeTagPoints;
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124 |
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125 | /// TagPoint automatic handles
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126 | unsigned short mNextTagPointAutoHandle;
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127 |
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128 | void cloneBoneAndChildren(Bone* source, Bone* parent);
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129 | /** Overridden from Skeleton
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130 | */
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131 | void loadImpl(void);
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132 | /** Overridden from Skeleton
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133 | */
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134 | void unloadImpl(void);
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135 |
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136 | };
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137 |
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138 | }
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139 |
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140 |
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141 | #endif
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142 |
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