[1809] | 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 __AnimationTrack_H__
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| 27 | #define __AnimationTrack_H__
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreSimpleSpline.h"
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| 31 | #include "OgreRotationalSpline.h"
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| 32 | #include "OgreKeyFrame.h"
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| 33 | #include "OgreAnimable.h"
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| 34 | #include "OgrePose.h"
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| 35 |
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| 36 | namespace Ogre
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| 37 | {
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| 38 | /** A 'track' in an animation sequence, ie a sequence of keyframes which affect a
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| 39 | certain type of animable object.
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| 40 | @remarks
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| 41 | This class is intended as a base for more complete classes which will actually
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| 42 | animate specific types of object, e.g. a bone in a skeleton to affect
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| 43 | skeletal animation. An animation will likely include multiple tracks each of which
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| 44 | can be made up of many KeyFrame instances. Note that the use of tracks allows each animable
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| 45 | object to have it's own number of keyframes, i.e. you do not have to have the
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| 46 | maximum number of keyframes for all animable objects just to cope with the most
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| 47 | animated one.
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| 48 | @remarks
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| 49 | Since the most common animable object is a Node, there are options in this class for associating
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| 50 | the track with a Node which will receive keyframe updates automatically when the 'apply' method
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| 51 | is called.
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| 52 | @remarks
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| 53 | By default rotation is done using shortest-path algorithm.
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| 54 | It is possible to change this behaviour using
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| 55 | setUseShortestRotationPath() method.
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| 56 | */
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| 57 | class _OgreExport AnimationTrack
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| 58 | {
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| 59 | public:
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| 60 | /// Constructor
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| 61 | AnimationTrack(Animation* parent, unsigned short handle);
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| 62 |
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| 63 | virtual ~AnimationTrack();
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| 64 |
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| 65 | /** Get the handle associated with this track. */
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| 66 | unsigned short getHandle(void) const { return mHandle; }
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| 67 |
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| 68 | /** Returns the number of keyframes in this animation. */
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| 69 | virtual unsigned short getNumKeyFrames(void) const;
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| 70 |
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| 71 | /** Returns the KeyFrame at the specified index. */
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| 72 | virtual KeyFrame* getKeyFrame(unsigned short index) const;
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| 73 |
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| 74 | /** Gets the 2 KeyFrame objects which are active at the time given, and the blend value between them.
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| 75 | @remarks
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| 76 | At any point in time in an animation, there are either 1 or 2 keyframes which are 'active',
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| 77 | 1 if the time index is exactly on a keyframe, 2 at all other times i.e. the keyframe before
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| 78 | and the keyframe after.
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| 79 | @par
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| 80 | This method returns those keyframes given a time index, and also returns a parametric
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| 81 | value indicating the value of 't' representing where the time index falls between them.
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| 82 | E.g. if it returns 0, the time index is exactly on keyFrame1, if it returns 0.5 it is
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| 83 | half way between keyFrame1 and keyFrame2 etc.
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| 84 | @param timePos The time index in seconds.
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| 85 | @param keyFrame1 Pointer to a KeyFrame pointer which will receive the pointer to the
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| 86 | keyframe just before or at this time index.
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| 87 | @param keyFrame2 Pointer to a KeyFrame pointer which will receive the pointer to the
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| 88 | keyframe just after this time index.
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| 89 | @param firstKeyIndex Pointer to an unsigned short which, if supplied, will receive the
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| 90 | index of the 'from' keyframe incase the caller needs it.
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| 91 | @returns Parametric value indicating how far along the gap between the 2 keyframes the timePos
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| 92 | value is, e.g. 0.0 for exactly at 1, 0.25 for a quarter etc. By definition the range of this
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| 93 | value is: 0.0 <= returnValue < 1.0 .
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| 94 | */
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| 95 | virtual Real getKeyFramesAtTime(Real timePos, KeyFrame** keyFrame1, KeyFrame** keyFrame2,
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| 96 | unsigned short* firstKeyIndex = 0) const;
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| 97 |
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| 98 | /** Creates a new KeyFrame and adds it to this animation at the given time index.
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| 99 | @remarks
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| 100 | It is better to create KeyFrames in time order. Creating them out of order can result
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| 101 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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| 102 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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| 103 | @param timePos The time from which this KeyFrame will apply.
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| 104 | */
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| 105 | virtual KeyFrame* createKeyFrame(Real timePos);
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| 106 |
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| 107 | /** Removes a KeyFrame by it's index. */
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| 108 | virtual void removeKeyFrame(unsigned short index);
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| 109 |
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| 110 | /** Removes all the KeyFrames from this track. */
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| 111 | virtual void removeAllKeyFrames(void);
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| 112 |
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| 113 |
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| 114 | /** Gets a KeyFrame object which contains the interpolated transforms at the time index specified.
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| 115 | @remarks
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| 116 | The KeyFrame objects held by this class are transformation snapshots at
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| 117 | discrete points in time. Normally however, you want to interpolate between these
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| 118 | keyframes to produce smooth movement, and this method allows you to do this easily.
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| 119 | In animation terminology this is called 'tweening'.
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| 120 | @param timeIndex The time (in relation to the whole animation sequence)
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| 121 | @param kf Keyframe object to store results
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| 122 | */
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| 123 | virtual void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const = 0;
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| 124 |
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| 125 | /** Applies an animation track to the designated target.
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| 126 | @param timePos The time position in the animation to apply.
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| 127 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with
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| 128 | other animations.
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| 129 | @param acculumate Don't make weights relative to overall weights applied,
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| 130 | make them absolute and just add.
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| 131 | @param scale The scale to apply to translations and scalings, useful for
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| 132 | adapting an animation to a different size target.
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| 133 | */
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| 134 | virtual void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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| 135 | Real scale = 1.0f) = 0;
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| 136 |
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| 137 | /** Internal method used to tell the track that keyframe data has been
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| 138 | changed, which may cause it to rebuild some internal data. */
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| 139 | virtual void _keyFrameDataChanged(void) const {}
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| 140 |
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| 141 | /** Method to determine if this track has any KeyFrames which are
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| 142 | doing anything useful - can be used to determine if this track
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| 143 | can be optimised out.
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| 144 | */
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| 145 | virtual bool hasNonZeroKeyFrames(void) const { return true; }
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| 146 |
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| 147 | /** Optimise the current track by removing any duplicate keyframes. */
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| 148 | virtual void optimise(void) {}
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| 149 |
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| 150 | protected:
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| 151 | typedef std::vector<KeyFrame*> KeyFrameList;
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| 152 | KeyFrameList mKeyFrames;
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| 153 | Animation* mParent;
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| 154 | unsigned short mHandle;
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| 155 |
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| 156 | /// Create a keyframe implementation - must be overridden
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| 157 | virtual KeyFrame* createKeyFrameImpl(Real time) = 0;
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| 158 |
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| 159 | /// Internal method for clone implementation
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| 160 | virtual void populateClone(AnimationTrack* clone) const;
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| 161 |
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| 162 |
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| 163 |
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| 164 | };
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| 165 |
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| 166 | /** Specialised AnimationTrack for dealing with generic animable values.
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| 167 | */
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| 168 | class _OgreExport NumericAnimationTrack : public AnimationTrack
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| 169 | {
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| 170 | public:
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| 171 | /// Constructor
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| 172 | NumericAnimationTrack(Animation* parent, unsigned short handle);
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| 173 | /// Constructor, associates with an AnimableValue
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| 174 | NumericAnimationTrack(Animation* parent, unsigned short handle,
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| 175 | AnimableValuePtr& target);
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| 176 |
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| 177 | /** Creates a new KeyFrame and adds it to this animation at the given time index.
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| 178 | @remarks
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| 179 | It is better to create KeyFrames in time order. Creating them out of order can result
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| 180 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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| 181 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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| 182 | @param timePos The time from which this KeyFrame will apply.
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| 183 | */
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| 184 | virtual NumericKeyFrame* createNumericKeyFrame(Real timePos);
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| 185 |
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| 186 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame
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| 187 | void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const;
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| 188 |
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| 189 | /// @copydoc AnimationTrack::apply
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| 190 | void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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| 191 | Real scale = 1.0f);
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| 192 |
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| 193 | /** Applies an animation track to a given animable value.
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| 194 | @param anim The AnimableValue to which to apply the animation
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| 195 | @param timePos The time position in the animation to apply.
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| 196 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with
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| 197 | other animations.
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| 198 | @param scale The scale to apply to translations and scalings, useful for
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| 199 | adapting an animation to a different size target.
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| 200 | */
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| 201 | void applyToAnimable(const AnimableValuePtr& anim, Real timePos,
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| 202 | Real weight = 1.0, Real scale = 1.0f);
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| 203 |
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| 204 | /** Returns a pointer to the associated animable object (if any). */
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| 205 | virtual const AnimableValuePtr& getAssociatedAnimable(void) const;
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| 206 |
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| 207 | /** Sets the associated animable object which will be automatically
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| 208 | affected by calls to 'apply'. */
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| 209 | virtual void setAssociatedAnimable(const AnimableValuePtr& val);
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| 210 |
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| 211 | /** Returns the KeyFrame at the specified index. */
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| 212 | NumericKeyFrame* getNumericKeyFrame(unsigned short index) const;
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| 213 |
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| 214 | /** Clone this track (internal use only) */
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| 215 | NumericAnimationTrack* _clone(Animation* newParent) const;
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| 216 |
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| 217 |
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| 218 | protected:
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| 219 | /// Target to animate
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| 220 | AnimableValuePtr mTargetAnim;
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| 221 |
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| 222 | /// @copydoc AnimationTrack::createKeyFrameImpl
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| 223 | KeyFrame* createKeyFrameImpl(Real time);
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| 224 |
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| 225 |
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| 226 | };
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| 227 |
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| 228 | /** Specialised AnimationTrack for dealing with node transforms.
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| 229 | */
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| 230 | class _OgreExport NodeAnimationTrack : public AnimationTrack
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| 231 | {
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| 232 | public:
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| 233 | /// Constructor
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| 234 | NodeAnimationTrack(Animation* parent, unsigned short handle);
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| 235 | /// Constructor, associates with a Node
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| 236 | NodeAnimationTrack(Animation* parent, unsigned short handle,
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| 237 | Node* targetNode);
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| 238 | /** Creates a new KeyFrame and adds it to this animation at the given time index.
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| 239 | @remarks
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| 240 | It is better to create KeyFrames in time order. Creating them out of order can result
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| 241 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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| 242 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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| 243 | @param timePos The time from which this KeyFrame will apply.
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| 244 | */
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| 245 | virtual TransformKeyFrame* createNodeKeyFrame(Real timePos);
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| 246 | /** Returns a pointer to the associated Node object (if any). */
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| 247 | virtual Node* getAssociatedNode(void) const;
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| 248 |
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| 249 | /** Sets the associated Node object which will be automatically affected by calls to 'apply'. */
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| 250 | virtual void setAssociatedNode(Node* node);
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| 251 |
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| 252 | /** As the 'apply' method but applies to a specified Node instead of associated node. */
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| 253 | virtual void applyToNode(Node* node, Real timePos, Real weight = 1.0,
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| 254 | bool accumulate = false, Real scale = 1.0f);
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| 255 |
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| 256 | /** Sets the method of rotation calculation */
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| 257 | virtual void setUseShortestRotationPath(bool useShortestPath);
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| 258 |
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| 259 | /** Gets the method of rotation calculation */
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| 260 | virtual bool getUseShortestRotationPath() const;
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| 261 |
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| 262 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame
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| 263 | void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const;
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| 264 |
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| 265 | /// @copydoc AnimationTrack::apply
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| 266 | void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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| 267 | Real scale = 1.0f);
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| 268 |
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| 269 | /// @copydoc AnimationTrack::_keyFrameDataChanged
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| 270 | void _keyFrameDataChanged(void) const;
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| 271 |
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| 272 | /** Returns the KeyFrame at the specified index. */
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| 273 | virtual TransformKeyFrame* getNodeKeyFrame(unsigned short index) const;
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| 274 |
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| 275 |
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| 276 | /** Method to determine if this track has any KeyFrames which are
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| 277 | doing anything useful - can be used to determine if this track
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| 278 | can be optimised out.
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| 279 | */
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| 280 | virtual bool hasNonZeroKeyFrames(void) const;
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| 281 |
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| 282 | /** Optimise the current track by removing any duplicate keyframes. */
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| 283 | virtual void optimise(void);
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| 284 |
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| 285 | /** Clone this track (internal use only) */
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| 286 | NodeAnimationTrack* _clone(Animation* newParent) const;
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| 287 |
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| 288 | protected:
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| 289 | /// Specialised keyframe creation
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| 290 | KeyFrame* createKeyFrameImpl(Real time);
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| 291 | // Flag indicating we need to rebuild the splines next time
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| 292 | virtual void buildInterpolationSplines(void) const;
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| 293 |
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| 294 | Node* mTargetNode;
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| 295 | // Prebuilt splines, must be mutable since lazy-update in const method
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| 296 | mutable bool mSplineBuildNeeded;
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| 297 | mutable SimpleSpline mPositionSpline;
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| 298 | mutable SimpleSpline mScaleSpline;
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| 299 | mutable RotationalSpline mRotationSpline;
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| 300 | /// Defines if rotation is done using shortest path
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| 301 | mutable bool mUseShortestRotationPath ;
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| 302 |
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| 303 |
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| 304 | };
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| 305 |
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| 306 | /** Type of vertex animation.
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| 307 | Vertex animation comes in 2 types, morph and pose. The reason
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| 308 | for the 2 types is that we have 2 different potential goals - to encapsulate
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| 309 | a complete, flowing morph animation with multiple keyframes (a typical animation,
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| 310 | but implemented by having snapshots of the vertex data at each keyframe),
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| 311 | or to represent a single pose change, for example a facial expression.
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| 312 | Whilst both could in fact be implemented using the same system, we choose
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| 313 | to separate them since the requirements and limitations of each are quite
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| 314 | different.
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| 315 | @par
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| 316 | Morph animation is a simple approach where we have a whole series of
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| 317 | snapshots of vertex data which must be interpolated, e.g. a running
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| 318 | animation implemented as morph targets. Because this is based on simple
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| 319 | snapshots, it's quite fast to use when animating an entire mesh because
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| 320 | it's a simple linear change between keyframes. However, this simplistic
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| 321 | approach does not support blending between multiple morph animations.
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| 322 | If you need animation blending, you are advised to use skeletal animation
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| 323 | for full-mesh animation, and pose animation for animation of subsets of
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| 324 | meshes or where skeletal animation doesn't fit - for example facial animation.
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| 325 | For animating in a vertex shader, morph animation is quite simple and
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| 326 | just requires the 2 vertex buffers (one the original position buffer)
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| 327 | of absolute position data, and an interpolation factor. Each track in
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| 328 | a morph animation refrences a unique set of vertex data.
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| 329 | @par
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| 330 | Pose animation is more complex. Like morph animation each track references
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| 331 | a single unique set of vertex data, but unlike morph animation, each
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| 332 | keyframe references 1 or more 'poses', each with an influence level.
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| 333 | A pose is a series of offsets to the base vertex data, and may be sparse - ie it
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| 334 | may not reference every vertex. Because they're offsets, they can be
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| 335 | blended - both within a track and between animations. This set of features
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| 336 | is very well suited to facial animation.
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| 337 | @par
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| 338 | For example, let's say you modelled a face (one set of vertex data), and
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| 339 | defined a set of poses which represented the various phonetic positions
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| 340 | of the face. You could then define an animation called 'SayHello', containing
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| 341 | a single track which referenced the face vertex data, and which included
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| 342 | a series of keyframes, each of which referenced one or more of the facial
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| 343 | positions at different influence levels - the combination of which over
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| 344 | time made the face form the shapes required to say the word 'hello'. Since
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| 345 | the poses are only stored once, but can be referenced may times in
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| 346 | many animations, this is a very powerful way to build up a speech system.
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| 347 | @par
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| 348 | The downside of pose animation is that it can be more difficult to set up.
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| 349 | Also, since it uses more buffers (one for the base data, and one for each
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| 350 | active pose), if you're animating in hardware using vertex shaders you need
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| 351 | to keep an eye on how many poses you're blending at once. You define a
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| 352 | maximum supported number in your vertex program definition, see the
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| 353 | includes_pose_animation material script entry.
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| 354 | @par
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| 355 | So, by partitioning the vertex animation approaches into 2, we keep the
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| 356 | simple morph technique easy to use, whilst still allowing all
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| 357 | the powerful techniques to be used. Note that morph animation cannot
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| 358 | be blended with other types of vertex animation (pose animation or other
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| 359 | morph animation); pose animation can be blended with other pose animation
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| 360 | though, and both types can be combined with skeletal animation. Also note
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| 361 | that all morph animation can be expressed as pose animation, but not vice
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| 362 | versa.
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| 363 | */
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| 364 | enum VertexAnimationType
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| 365 | {
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| 366 | /// No animation
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| 367 | VAT_NONE = 0,
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| 368 | /// Morph animation is made up of many interpolated snapshot keyframes
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| 369 | VAT_MORPH = 1,
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| 370 | /// Pose animation is made up of a single delta pose keyframe
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| 371 | VAT_POSE = 2
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| 372 | };
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| 373 |
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| 374 | /** Specialised AnimationTrack for dealing with changing vertex position information.
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| 375 | @see VertexAnimationType
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| 376 | */
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| 377 | class _OgreExport VertexAnimationTrack : public AnimationTrack
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| 378 | {
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| 379 | public:
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| 380 | /** The target animation mode */
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| 381 | enum TargetMode
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| 382 | {
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| 383 | /// Interpolate vertex positions in software
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| 384 | TM_SOFTWARE,
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| 385 | /** Bind keyframe 1 to position, and keyframe 2 to a texture coordinate
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| 386 | for interpolation in hardware */
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| 387 | TM_HARDWARE
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| 388 | };
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| 389 | /// Constructor
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| 390 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType);
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| 391 | /// Constructor, associates with target VertexData and temp buffer (for software)
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| 392 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType,
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| 393 | VertexData* targetData, TargetMode target = TM_SOFTWARE);
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| 394 |
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| 395 | /** Get the type of vertex animation we're performing. */
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| 396 | VertexAnimationType getAnimationType(void) const { return mAnimationType; }
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| 397 |
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| 398 | /** Creates a new morph KeyFrame and adds it to this animation at the given time index.
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| 399 | @remarks
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| 400 | It is better to create KeyFrames in time order. Creating them out of order can result
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| 401 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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| 402 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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| 403 | @param timePos The time from which this KeyFrame will apply.
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| 404 | */
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| 405 | virtual VertexMorphKeyFrame* createVertexMorphKeyFrame(Real timePos);
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| 406 |
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| 407 | /** Creates the single pose KeyFrame and adds it to this animation.
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| 408 | */
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| 409 | virtual VertexPoseKeyFrame* createVertexPoseKeyFrame(Real timePos);
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| 410 |
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| 411 | /** This method in fact does nothing, since interpolation is not performed
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| 412 | inside the keyframes for this type of track.
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| 413 | */
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| 414 | void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const {}
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| 415 |
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| 416 | /// @copydoc AnimationTrack::apply
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| 417 | void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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| 418 | Real scale = 1.0f);
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| 419 |
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| 420 | /** As the 'apply' method but applies to specified VertexData instead of
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| 421 | associated data. */
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| 422 | virtual void applyToVertexData(VertexData* data,
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| 423 | Real timePos, Real weight = 1.0,
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| 424 | const PoseList* poseList = 0);
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| 425 |
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| 426 |
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| 427 | /** Returns the morph KeyFrame at the specified index. */
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| 428 | VertexMorphKeyFrame* getVertexMorphKeyFrame(unsigned short index) const;
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| 429 |
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| 430 | /** Returns the pose KeyFrame at the specified index. */
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| 431 | VertexPoseKeyFrame* getVertexPoseKeyFrame(unsigned short index) const;
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| 432 |
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| 433 | /** Sets the associated VertexData which this track will update. */
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| 434 | void setAssociatedVertexData(VertexData* data) { mTargetVertexData = data; }
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| 435 | /** Gets the associated VertexData which this track will update. */
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| 436 | VertexData* getAssociatedVertexData(void) const { return mTargetVertexData; }
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| 437 |
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| 438 | /// Set the target mode
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| 439 | void setTargetMode(TargetMode m) { mTargetMode = m; }
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| 440 | /// Get the target mode
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| 441 | TargetMode getTargetMode(void) const { return mTargetMode; }
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| 442 |
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| 443 | /** Method to determine if this track has any KeyFrames which are
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| 444 | doing anything useful - can be used to determine if this track
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| 445 | can be optimised out.
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| 446 | */
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| 447 | virtual bool hasNonZeroKeyFrames(void) const;
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| 448 |
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| 449 | /** Optimise the current track by removing any duplicate keyframes. */
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| 450 | virtual void optimise(void);
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| 451 |
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| 452 | /** Clone this track (internal use only) */
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| 453 | VertexAnimationTrack* _clone(Animation* newParent) const;
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| 454 |
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| 455 | protected:
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| 456 | /// Animation type
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| 457 | VertexAnimationType mAnimationType;
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| 458 | /// Target to animate
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| 459 | VertexData* mTargetVertexData;
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| 460 | /// Mode to apply
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| 461 | TargetMode mTargetMode;
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| 462 |
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| 463 | /// @copydoc AnimationTrack::createKeyFrameImpl
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| 464 | KeyFrame* createKeyFrameImpl(Real time);
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| 465 |
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| 466 | /// Utility method for applying pose animation
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| 467 | void applyPoseToVertexData(const Pose* pose, VertexData* data, Real influence);
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| 468 |
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| 469 |
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| 470 | };
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| 471 |
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| 472 |
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| 473 | }
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| 474 |
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| 475 | #endif
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