[1809] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 |
|
---|
| 26 | #ifndef __Skeleton_H__
|
---|
| 27 | #define __Skeleton_H__
|
---|
| 28 |
|
---|
| 29 | #include "OgrePrerequisites.h"
|
---|
| 30 | #include "OgreResource.h"
|
---|
| 31 | #include "OgreQuaternion.h"
|
---|
| 32 | #include "OgreVector3.h"
|
---|
| 33 | #include "OgreIteratorWrappers.h"
|
---|
| 34 |
|
---|
| 35 | namespace Ogre {
|
---|
| 36 |
|
---|
| 37 | /** */
|
---|
| 38 | enum SkeletonAnimationBlendMode {
|
---|
| 39 | /// Animations are applied by calculating a weighted average of all animations
|
---|
| 40 | ANIMBLEND_AVERAGE,
|
---|
| 41 | /// Animations are applied by calculating a weighted cumulative total
|
---|
| 42 | ANIMBLEND_CUMULATIVE
|
---|
| 43 | };
|
---|
| 44 |
|
---|
| 45 | #define OGRE_MAX_NUM_BONES 256
|
---|
| 46 |
|
---|
| 47 |
|
---|
| 48 | struct LinkedSkeletonAnimationSource;
|
---|
| 49 |
|
---|
| 50 | /** A collection of Bone objects used to animate a skinned mesh.
|
---|
| 51 | @remarks
|
---|
| 52 | Skeletal animation works by having a collection of 'bones' which are
|
---|
| 53 | actually just joints with a position and orientation, arranged in a tree structure.
|
---|
| 54 | For example, the wrist joint is a child of the elbow joint, which in turn is a
|
---|
| 55 | child of the shoulder joint. Rotating the shoulder automatically moves the elbow
|
---|
| 56 | and wrist as well due to this hierarchy.
|
---|
| 57 | @par
|
---|
| 58 | So how does this animate a mesh? Well every vertex in a mesh is assigned to one or more
|
---|
| 59 | bones which affects it's position when the bone is moved. If a vertex is assigned to
|
---|
| 60 | more than one bone, then weights must be assigned to determine how much each bone affects
|
---|
| 61 | the vertex (actually a weight of 1.0 is used for single bone assignments).
|
---|
| 62 | Weighted vertex assignments are especially useful around the joints themselves
|
---|
| 63 | to avoid 'pinching' of the mesh in this region.
|
---|
| 64 | @par
|
---|
| 65 | Therefore by moving the skeleton using preset animations, we can animate the mesh. The
|
---|
| 66 | advantage of using skeletal animation is that you store less animation data, especially
|
---|
| 67 | as vertex counts increase. In addition, you are able to blend multiple animations together
|
---|
| 68 | (e.g. walking and looking around, running and shooting) and provide smooth transitions
|
---|
| 69 | between animations without incurring as much of an overhead as would be involved if you
|
---|
| 70 | did this on the core vertex data.
|
---|
| 71 | @par
|
---|
| 72 | Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They
|
---|
| 73 | are loaded on demand, especially when referenced by a Mesh.
|
---|
| 74 | */
|
---|
| 75 | class _OgreExport Skeleton : public Resource
|
---|
| 76 | {
|
---|
| 77 | friend class SkeletonInstance;
|
---|
| 78 | protected:
|
---|
| 79 | /// Internal constructor for use by SkeletonInstance only
|
---|
| 80 | Skeleton();
|
---|
| 81 |
|
---|
| 82 | public:
|
---|
| 83 | /** Constructor, don't call directly, use SkeletonManager.
|
---|
| 84 | @remarks
|
---|
| 85 | On creation, a Skeleton has a no bones, you should create them and link
|
---|
| 86 | them together appropriately.
|
---|
| 87 | */
|
---|
| 88 | Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle,
|
---|
| 89 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
|
---|
| 90 | virtual ~Skeleton();
|
---|
| 91 |
|
---|
| 92 |
|
---|
| 93 | /** Creates a brand new Bone owned by this Skeleton.
|
---|
| 94 | @remarks
|
---|
| 95 | This method creates an unattached new Bone for this skeleton.
|
---|
| 96 | Unless this is to be a root bone (there may be more than one of
|
---|
| 97 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
|
---|
| 98 | For this reason you will likely be better off creating child bones using the
|
---|
| 99 | Bone::createChild method instead, once you have created the root bone.
|
---|
| 100 | @par
|
---|
| 101 | Note that this method automatically generates a handle for the bone, which you
|
---|
| 102 | can retrieve using Bone::getHandle. If you wish the new Bone to have a specific
|
---|
| 103 | handle, use the alternate form of this method which takes a handle as a parameter,
|
---|
| 104 | although you should note the restrictions.
|
---|
| 105 | */
|
---|
| 106 | virtual Bone* createBone(void);
|
---|
| 107 |
|
---|
| 108 | /** Creates a brand new Bone owned by this Skeleton.
|
---|
| 109 | @remarks
|
---|
| 110 | This method creates an unattached new Bone for this skeleton and assigns it a
|
---|
| 111 | specific handle. Unless this is to be a root bone (there may be more than one of
|
---|
| 112 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
|
---|
| 113 | For this reason you will likely be better off creating child bones using the
|
---|
| 114 | Bone::createChild method instead, once you have created a root bone.
|
---|
| 115 | @param handle The handle to give to this new bone - must be unique within this skeleton.
|
---|
| 116 | You should also ensure that all bone handles are eventually contiguous (this is to simplify
|
---|
| 117 | their compilation into an indexed array of transformation matrices). For this reason
|
---|
| 118 | it is advised that you use the simpler createBone method which automatically assigns a
|
---|
| 119 | sequential handle starting from 0.
|
---|
| 120 | */
|
---|
| 121 | virtual Bone* createBone(unsigned short handle);
|
---|
| 122 |
|
---|
| 123 | /** Creates a brand new Bone owned by this Skeleton.
|
---|
| 124 | @remarks
|
---|
| 125 | This method creates an unattached new Bone for this skeleton and assigns it a
|
---|
| 126 | specific name.Unless this is to be a root bone (there may be more than one of
|
---|
| 127 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
|
---|
| 128 | For this reason you will likely be better off creating child bones using the
|
---|
| 129 | Bone::createChild method instead, once you have created the root bone.
|
---|
| 130 | @param name The name to give to this new bone - must be unique within this skeleton.
|
---|
| 131 | Note that the way OGRE looks up bones is via a numeric handle, so if you name a
|
---|
| 132 | Bone this way it will be given an automatic sequential handle. The name is just
|
---|
| 133 | for your convenience, although it is recommended that you only use the handle to
|
---|
| 134 | retrieve the bone in performance-critical code.
|
---|
| 135 | */
|
---|
| 136 | virtual Bone* createBone(const String& name);
|
---|
| 137 |
|
---|
| 138 | /** Creates a brand new Bone owned by this Skeleton.
|
---|
| 139 | @remarks
|
---|
| 140 | This method creates an unattached new Bone for this skeleton and assigns it a
|
---|
| 141 | specific name and handle. Unless this is to be a root bone (there may be more than one of
|
---|
| 142 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
|
---|
| 143 | For this reason you will likely be better off creating child bones using the
|
---|
| 144 | Bone::createChild method instead, once you have created the root bone.
|
---|
| 145 | @param name The name to give to this new bone - must be unique within this skeleton.
|
---|
| 146 | @param handle The handle to give to this new bone - must be unique within this skeleton.
|
---|
| 147 | */
|
---|
| 148 | virtual Bone* createBone(const String& name, unsigned short handle);
|
---|
| 149 |
|
---|
| 150 | /** Returns the number of bones in this skeleton. */
|
---|
| 151 | virtual unsigned short getNumBones(void) const;
|
---|
| 152 |
|
---|
| 153 | /** Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator.
|
---|
| 154 | @remarks
|
---|
| 155 | The system derives the root bone the first time you ask for it. The root bone is the
|
---|
| 156 | only bone in the skeleton which has no parent. The system locates it by taking the
|
---|
| 157 | first bone in the list and going up the bone tree until there are no more parents,
|
---|
| 158 | and saves this top bone as the root. If you are building the skeleton manually using
|
---|
| 159 | createBone then you must ensure there is only one bone which is not a child of
|
---|
| 160 | another bone, otherwise your skeleton will not work properly. If you use createBone
|
---|
| 161 | only once, and then use Bone::createChild from then on, then inherently the first
|
---|
| 162 | bone you create will by default be the root.
|
---|
| 163 | */
|
---|
| 164 | virtual Bone* getRootBone(void) const;
|
---|
| 165 |
|
---|
| 166 | typedef std::vector<Bone*> BoneList;
|
---|
| 167 | typedef VectorIterator<BoneList> BoneIterator;
|
---|
| 168 | /// Get an iterator over the root bones in the skeleton, ie those with no parents
|
---|
| 169 | virtual BoneIterator getRootBoneIterator(void);
|
---|
| 170 | /// Get an iterator over all the bones in the skeleton
|
---|
| 171 | virtual BoneIterator getBoneIterator(void);
|
---|
| 172 |
|
---|
| 173 | /** Gets a bone by it's handle. */
|
---|
| 174 | virtual Bone* getBone(unsigned short handle) const;
|
---|
| 175 |
|
---|
| 176 | /** Gets a bone by it's name. */
|
---|
| 177 | virtual Bone* getBone(const String& name) const;
|
---|
| 178 |
|
---|
| 179 | /** Sets the current position / orientation to be the 'binding pose' ie the layout in which
|
---|
| 180 | bones were originally bound to a mesh.
|
---|
| 181 | */
|
---|
| 182 | virtual void setBindingPose(void);
|
---|
| 183 |
|
---|
| 184 | /** Resets the position and orientation of all bones in this skeleton to their original binding position.
|
---|
| 185 | @remarks
|
---|
| 186 | A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this
|
---|
| 187 | position during animation. This method returns all the bones to their original position and
|
---|
| 188 | orientation.
|
---|
| 189 | @param resetManualBones If set to true, causes the state of manual bones to be reset
|
---|
| 190 | too, which is normally not done to allow the manual state to persist even
|
---|
| 191 | when keyframe animation is applied.
|
---|
| 192 | */
|
---|
| 193 | virtual void reset(bool resetManualBones = false);
|
---|
| 194 |
|
---|
| 195 | /** Creates a new Animation object for animating this skeleton.
|
---|
| 196 | @param name The name of this animation
|
---|
| 197 | @param length The length of the animation in seconds
|
---|
| 198 | */
|
---|
| 199 | virtual Animation* createAnimation(const String& name, Real length);
|
---|
| 200 |
|
---|
| 201 | /** Returns the named Animation object.
|
---|
| 202 | @remarks
|
---|
| 203 | Will pick up animations in linked skeletons
|
---|
| 204 | (@see addLinkedSkeletonAnimationSource).
|
---|
| 205 | @param name The name of the animation
|
---|
| 206 | @param linker Optional pointer to a pointer to the linked skeleton animation
|
---|
| 207 | where this is coming from.
|
---|
| 208 | */
|
---|
| 209 | virtual Animation* getAnimation(const String& name,
|
---|
| 210 | const LinkedSkeletonAnimationSource** linker = 0) const;
|
---|
| 211 |
|
---|
| 212 | /// Internal accessor for animations (returns null if animation does not exist)
|
---|
| 213 | virtual Animation* _getAnimationImpl(const String& name,
|
---|
| 214 | const LinkedSkeletonAnimationSource** linker = 0) const;
|
---|
| 215 |
|
---|
| 216 |
|
---|
| 217 | /** Returns whether this skeleton contains the named animation. */
|
---|
| 218 | virtual bool hasAnimation(const String& name);
|
---|
| 219 |
|
---|
| 220 | /** Removes an Animation from this skeleton. */
|
---|
| 221 | virtual void removeAnimation(const String& name);
|
---|
| 222 |
|
---|
| 223 | /** Changes the state of the skeleton to reflect the application of the passed in collection of animations.
|
---|
| 224 | @remarks
|
---|
| 225 | Animating a skeleton involves both interpolating between keyframes of a specific animation,
|
---|
| 226 | and blending between the animations themselves. Calling this method sets the state of
|
---|
| 227 | the skeleton so that it reflects the combination of all the passed in animations, at the
|
---|
| 228 | time index specified for each, using the weights specified. Note that the weights between
|
---|
| 229 | animations do not have to sum to 1.0, because some animations may affect only subsets
|
---|
| 230 | of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the
|
---|
| 231 | movement will just be exaggerated.
|
---|
| 232 | @param
|
---|
| 233 | */
|
---|
| 234 | virtual void setAnimationState(const AnimationStateSet& animSet);
|
---|
| 235 |
|
---|
| 236 |
|
---|
| 237 | /** Initialise an animation set suitable for use with this skeleton.
|
---|
| 238 | @remarks
|
---|
| 239 | Only recommended for use inside the engine, not by applications.
|
---|
| 240 | */
|
---|
| 241 | virtual void _initAnimationState(AnimationStateSet* animSet);
|
---|
| 242 |
|
---|
| 243 | /** Refresh an animation set suitable for use with this skeleton.
|
---|
| 244 | @remarks
|
---|
| 245 | Only recommended for use inside the engine, not by applications.
|
---|
| 246 | */
|
---|
| 247 | virtual void _refreshAnimationState(AnimationStateSet* animSet);
|
---|
| 248 |
|
---|
| 249 | /** Populates the passed in array with the bone matrices based on the current position.
|
---|
| 250 | @remarks
|
---|
| 251 | Internal use only. The array pointed to by the passed in pointer must
|
---|
| 252 | be at least as large as the number of bones.
|
---|
| 253 | Assumes animation has already been updated.
|
---|
| 254 | */
|
---|
| 255 | virtual void _getBoneMatrices(Matrix4* pMatrices);
|
---|
| 256 |
|
---|
| 257 | /** Gets the number of animations on this skeleton. */
|
---|
| 258 | virtual unsigned short getNumAnimations(void) const;
|
---|
| 259 |
|
---|
| 260 | /** Gets a single animation by index.
|
---|
| 261 | @remarks
|
---|
| 262 | Will NOT pick up animations in linked skeletons
|
---|
| 263 | (@see addLinkedSkeletonAnimationSource).
|
---|
| 264 | */
|
---|
| 265 | virtual Animation* getAnimation(unsigned short index) const;
|
---|
| 266 |
|
---|
| 267 |
|
---|
| 268 | /** Gets the animation blending mode which this skeleton will use. */
|
---|
| 269 | virtual SkeletonAnimationBlendMode getBlendMode() const;
|
---|
| 270 | /** Sets the animation blending mode this skeleton will use. */
|
---|
| 271 | virtual void setBlendMode(SkeletonAnimationBlendMode state);
|
---|
| 272 |
|
---|
| 273 | /// Updates all the derived transforms in the skeleton
|
---|
| 274 | virtual void _updateTransforms(void);
|
---|
| 275 |
|
---|
| 276 | /** Optimise all of this skeleton's animations.
|
---|
| 277 | @see Animation::optimise
|
---|
| 278 | */
|
---|
| 279 | virtual void optimiseAllAnimations(void);
|
---|
| 280 |
|
---|
| 281 | /** Allows you to use the animations from another Skeleton object to animate
|
---|
| 282 | this skeleton.
|
---|
| 283 | @remarks
|
---|
| 284 | If you have skeletons of identical structure (that means identically
|
---|
| 285 | named bones with identical handles, and with the same hierarchy), but
|
---|
| 286 | slightly different proportions or binding poses, you can re-use animations
|
---|
| 287 | from one in the other. Because animations are actually stored as
|
---|
| 288 | changes to bones from their bind positions, it's possible to use the
|
---|
| 289 | same animation data for different skeletons, provided the skeletal
|
---|
| 290 | structure matches and the 'deltas' stored in the keyframes apply
|
---|
| 291 | equally well to the other skeletons bind position (so they must be
|
---|
| 292 | roughly similar, but don't have to be identical). You can use the
|
---|
| 293 | 'scale' option to adjust the translation and scale keyframes where
|
---|
| 294 | there are large differences in size between the skeletons.
|
---|
| 295 | @note
|
---|
| 296 | This method takes a skeleton name, rather than a more specific
|
---|
| 297 | animation name, for two reasons; firstly it allows some validation
|
---|
| 298 | of compatibility of skeletal structure, and secondly skeletons are
|
---|
| 299 | the unit of loading. Linking a skeleton to another in this way means
|
---|
| 300 | that the linkee will be prevented from being destroyed until the
|
---|
| 301 | linker is destroyed.
|
---|
| 302 |
|
---|
| 303 | You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's
|
---|
| 304 | animations, and SkeletonB uses SkeletonA's animations. This is because
|
---|
| 305 | it would set up a circular dependency which would prevent proper
|
---|
| 306 | unloading - make one of the skeletons the 'master' in this case.
|
---|
| 307 | @param skelName Name of the skeleton to link animations from. This
|
---|
| 308 | skeleton will be loaded immediately if this skeleton is already
|
---|
| 309 | loaded, otherwise it will be loaded when this skeleton is.
|
---|
| 310 | @param scale A scale factor to apply to translation and scaling elements
|
---|
| 311 | of the keyframes in the other skeleton when applying the animations
|
---|
| 312 | to this one. Compensates for skeleton size differences.
|
---|
| 313 | */
|
---|
| 314 | virtual void addLinkedSkeletonAnimationSource(const String& skelName,
|
---|
| 315 | Real scale = 1.0f);
|
---|
| 316 | /// Remove all links to other skeletons for the purposes of sharing animation
|
---|
| 317 | virtual void removeAllLinkedSkeletonAnimationSources(void);
|
---|
| 318 |
|
---|
| 319 | typedef std::vector<LinkedSkeletonAnimationSource>
|
---|
| 320 | LinkedSkeletonAnimSourceList;
|
---|
| 321 | typedef ConstVectorIterator<LinkedSkeletonAnimSourceList>
|
---|
| 322 | LinkedSkeletonAnimSourceIterator;
|
---|
| 323 | /// Get an iterator over the linked skeletons used as animation sources
|
---|
| 324 | virtual LinkedSkeletonAnimSourceIterator
|
---|
| 325 | getLinkedSkeletonAnimationSourceIterator(void) const;
|
---|
| 326 |
|
---|
| 327 | /// Internal method for marking the manual bones as dirty
|
---|
| 328 | virtual void _notifyManualBonesDirty(void);
|
---|
| 329 | /// Internal method for notifying that a bone is manual
|
---|
| 330 | virtual void _notifyManualBoneStateChange(Bone* bone);
|
---|
| 331 |
|
---|
| 332 | /// Have manual bones been modified since the skeleton was last updated?
|
---|
| 333 | virtual bool getManualBonesDirty(void) const { return mManualBonesDirty; }
|
---|
| 334 | /// Are there any manually controlled bones?
|
---|
| 335 | virtual bool hasManualBones(void) const { return !mManualBones.empty(); }
|
---|
| 336 |
|
---|
| 337 | protected:
|
---|
| 338 | SkeletonAnimationBlendMode mBlendState;
|
---|
| 339 | /// Storage of bones, indexed by bone handle
|
---|
| 340 | BoneList mBoneList;
|
---|
| 341 | /// Lookup by bone name
|
---|
| 342 | typedef std::map<String, Bone*> BoneListByName;
|
---|
| 343 | BoneListByName mBoneListByName;
|
---|
| 344 |
|
---|
| 345 |
|
---|
| 346 | /// Pointer to root bones (can now have multiple roots)
|
---|
| 347 | mutable BoneList mRootBones;
|
---|
| 348 | /// Bone automatic handles
|
---|
| 349 | unsigned short mNextAutoHandle;
|
---|
| 350 | typedef std::set<Bone*> BoneSet;
|
---|
| 351 | /// Manual bones
|
---|
| 352 | BoneSet mManualBones;
|
---|
| 353 | /// Manual bones dirty?
|
---|
| 354 | bool mManualBonesDirty;
|
---|
| 355 |
|
---|
| 356 |
|
---|
| 357 | /// Storage of animations, lookup by name
|
---|
| 358 | typedef std::map<String, Animation*> AnimationList;
|
---|
| 359 | AnimationList mAnimationsList;
|
---|
| 360 |
|
---|
| 361 | /// List of references to other skeletons to use animations from
|
---|
| 362 | mutable LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList;
|
---|
| 363 |
|
---|
| 364 | /** Internal method which parses the bones to derive the root bone.
|
---|
| 365 | @remarks
|
---|
| 366 | Must be const because called in getRootBone but mRootBone is mutable
|
---|
| 367 | since lazy-updated.
|
---|
| 368 | */
|
---|
| 369 | void deriveRootBone(void) const;
|
---|
| 370 |
|
---|
| 371 | /// Debugging method
|
---|
| 372 | void _dumpContents(const String& filename);
|
---|
| 373 |
|
---|
| 374 | /** @copydoc Resource::loadImpl
|
---|
| 375 | */
|
---|
| 376 | void loadImpl(void);
|
---|
| 377 |
|
---|
| 378 | /** @copydoc Resource::unloadImpl
|
---|
| 379 | */
|
---|
| 380 | void unloadImpl(void);
|
---|
| 381 | /// @copydoc Resource::calculateSize
|
---|
| 382 | size_t calculateSize(void) const { return 0; } // TODO
|
---|
| 383 |
|
---|
| 384 | };
|
---|
| 385 |
|
---|
| 386 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to SkeletonPtr
|
---|
| 387 | @note Has to be a subclass since we need operator=.
|
---|
| 388 | We could templatise this instead of repeating per Resource subclass,
|
---|
| 389 | except to do so requires a form VC6 does not support i.e.
|
---|
| 390 | ResourceSubclassPtr<T> : public SharedPtr<T>
|
---|
| 391 | */
|
---|
| 392 | class _OgreExport SkeletonPtr : public SharedPtr<Skeleton>
|
---|
| 393 | {
|
---|
| 394 | public:
|
---|
| 395 | SkeletonPtr() : SharedPtr<Skeleton>() {}
|
---|
| 396 | explicit SkeletonPtr(Skeleton* rep) : SharedPtr<Skeleton>(rep) {}
|
---|
| 397 | SkeletonPtr(const SkeletonPtr& r) : SharedPtr<Skeleton>(r) {}
|
---|
| 398 | SkeletonPtr(const ResourcePtr& r) : SharedPtr<Skeleton>()
|
---|
| 399 | {
|
---|
| 400 | // lock & copy other mutex pointer
|
---|
| 401 | OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME)
|
---|
| 402 | {
|
---|
| 403 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
|
---|
| 404 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
|
---|
| 405 | pRep = static_cast<Skeleton*>(r.getPointer());
|
---|
| 406 | pUseCount = r.useCountPointer();
|
---|
| 407 | if (pUseCount)
|
---|
| 408 | {
|
---|
| 409 | ++(*pUseCount);
|
---|
| 410 | }
|
---|
| 411 | }
|
---|
| 412 | }
|
---|
| 413 |
|
---|
| 414 | /// Operator used to convert a ResourcePtr to a SkeletonPtr
|
---|
| 415 | SkeletonPtr& operator=(const ResourcePtr& r)
|
---|
| 416 | {
|
---|
| 417 | if (pRep == static_cast<Skeleton*>(r.getPointer()))
|
---|
| 418 | return *this;
|
---|
| 419 | release();
|
---|
| 420 | // lock & copy other mutex pointer
|
---|
| 421 | OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME)
|
---|
| 422 | {
|
---|
| 423 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
|
---|
| 424 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
|
---|
| 425 | pRep = static_cast<Skeleton*>(r.getPointer());
|
---|
| 426 | pUseCount = r.useCountPointer();
|
---|
| 427 | if (pUseCount)
|
---|
| 428 | {
|
---|
| 429 | ++(*pUseCount);
|
---|
| 430 | }
|
---|
| 431 | }
|
---|
| 432 | return *this;
|
---|
| 433 | }
|
---|
| 434 | };
|
---|
| 435 |
|
---|
| 436 | /// Link to another skeleton to share animations
|
---|
| 437 | struct LinkedSkeletonAnimationSource
|
---|
| 438 | {
|
---|
| 439 | String skeletonName;
|
---|
| 440 | SkeletonPtr pSkeleton;
|
---|
| 441 | Real scale;
|
---|
| 442 | LinkedSkeletonAnimationSource(const String& skelName, Real scl)
|
---|
| 443 | : skeletonName(skelName), scale(scl) {}
|
---|
| 444 | LinkedSkeletonAnimationSource(const String& skelName, Real scl,
|
---|
| 445 | SkeletonPtr skelPtr)
|
---|
| 446 | : skeletonName(skelName), pSkeleton(skelPtr), scale(scl) {}
|
---|
| 447 | };
|
---|
| 448 | }
|
---|
| 449 |
|
---|
| 450 |
|
---|
| 451 | #endif
|
---|
| 452 |
|
---|