source: GTP/trunk/Lib/Geom/OgreStuff/include/OgreSkeletonInstance.h @ 1809

Revision 1809, 6.0 KB checked in by gumbau, 18 years ago (diff)
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25
26#ifndef __SkeletonInstance_H__
27#define __SkeletonInstance_H__
28
29#include "OgrePrerequisites.h"
30#include "OgreSkeleton.h"
31
32namespace Ogre {
33
34    /** A SkeletonInstance is a single instance of a Skeleton used by a world object.
35    @remarks
36        The difference between a Skeleton and a SkeletonInstance is that the
37        Skeleton is the 'master' version much like Mesh is a 'master' version of
38        Entity. Many SkeletonInstance objects can be based on a single Skeleton,
39        and are copies of it when created. Any changes made to this are not
40        reflected in the master copy. The exception is animations; these are
41        shared on the Skeleton itself and may not be modified here.
42    */
43    class _OgreExport SkeletonInstance : public Skeleton
44    {
45    public:
46        /** Constructor, don't call directly, this will be created automatically
47        when you create an Entity based on a skeletally animated Mesh.
48        */
49        SkeletonInstance(const SkeletonPtr& masterCopy);
50        ~SkeletonInstance();
51
52        /** Gets the number of animations on this skeleton. */
53        unsigned short getNumAnimations(void) const;
54
55        /** Gets a single animation by index. */
56        Animation* getAnimation(unsigned short index) const;
57                /// Internal accessor for animations (returns null if animation does not exist)
58                Animation* _getAnimationImpl(const String& name,
59                        const LinkedSkeletonAnimationSource** linker = 0) const;
60
61        /** Creates a new Animation object for animating this skeleton.
62        @remarks
63            This method updates the reference skeleton, not just this instance!
64        @param name The name of this animation
65        @param length The length of the animation in seconds
66        */
67        Animation* createAnimation(const String& name, Real length);
68
69        /** Returns the named Animation object. */
70        Animation* getAnimation(const String& name,
71                        const LinkedSkeletonAnimationSource** linker = 0) const;
72
73        /** Removes an Animation from this skeleton.
74        @remarks
75            This method updates the reference skeleton, not just this instance!
76        */
77        void removeAnimation(const String& name);
78
79
80        /** Creates a TagPoint ready to be attached to a bone */
81        TagPoint* createTagPointOnBone(Bone* bone,
82            const Quaternion &offsetOrientation = Quaternion::IDENTITY,
83            const Vector3 &offsetPosition = Vector3::ZERO);
84
85        /** Frees a TagPoint that already attached to a bone */
86        void freeTagPoint(TagPoint* tagPoint);
87
88                /// @copydoc Skeleton::addLinkedSkeletonAnimationSource
89                void addLinkedSkeletonAnimationSource(const String& skelName,
90                        Real scale = 1.0f);
91                /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources
92                void removeAllLinkedSkeletonAnimationSources(void);
93                /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator
94                LinkedSkeletonAnimSourceIterator
95                        getLinkedSkeletonAnimationSourceIterator(void) const;
96
97                /// @copydoc Skeleton::_initAnimationState
98                void _initAnimationState(AnimationStateSet* animSet);
99
100                /// @copydoc Skeleton::_refreshAnimationState
101                void _refreshAnimationState(AnimationStateSet* animSet);
102
103                /// @copydoc Resource::getName
104                const String& getName(void) const;
105                /// @copydoc Resource::getHandle
106                ResourceHandle getHandle(void) const;
107                /// @copydoc Resource::getGroup
108                const String& getGroup(void);
109
110    protected:
111        /// Pointer back to master Skeleton
112        SkeletonPtr mSkeleton;
113
114        typedef std::list<TagPoint*> ActiveTagPointList;
115        typedef std::deque<TagPoint*> FreeTagPointQueue;
116
117        /** Active tag point list.
118        @remarks
119            This is a linked list of pointers to actived tag point
120        @par
121            This allows very fast instertions and deletions from anywhere in the list to activate / deactivate
122            tag points (required for weapon / equip systems etc)    as well as resuse of TagPoint instances
123            without construction & destruction which avoids memory thrashing.
124        */
125        ActiveTagPointList mActiveTagPoints;
126
127        /** Free tag point queue.
128        @remarks
129            This contains a list of the tag points free for use as new instances
130            as required by the set. When a TagPoint instances are deactived, there will are referenced on this
131            deque. As they get used this deque reduces, as they get released back to to the set they get added
132            back to the deque.
133        */
134        FreeTagPointQueue mFreeTagPoints;
135
136        /// TagPoint automatic handles
137        unsigned short mNextTagPointAutoHandle;
138
139        void cloneBoneAndChildren(Bone* source, Bone* parent);
140        /** Overridden from Skeleton
141        */
142        void loadImpl(void);
143        /** Overridden from Skeleton
144        */
145        void unloadImpl(void);
146
147    };
148
149}
150
151
152#endif
153
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