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 __Animation_H__
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27 | #define __Animation_H__
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28 |
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29 | #include "OgrePrerequisites.h"
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30 | #include "OgreString.h"
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31 | #include "OgreIteratorWrappers.h"
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32 | #include "OgreAnimable.h"
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33 | #include "OgreAnimationTrack.h"
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34 |
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35 |
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36 | namespace Ogre {
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37 |
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38 | /** An animation sequence.
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39 | @remarks
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40 | This class defines the interface for a sequence of animation, whether that
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41 | be animation of a mesh, a path along a spline, or possibly more than one
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42 | type of animation in one. An animation is made up of many 'tracks', which are
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43 | the more specific types of animation.
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44 | @par
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45 | You should not create these animations directly. They will be created via a parent
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46 | object which owns the animation, e.g. Skeleton.
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47 | */
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48 | class _OgreExport Animation
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49 | {
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50 |
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51 | public:
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52 | /** The types of animation interpolation available. */
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53 | enum InterpolationMode
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54 | {
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55 | /** Values are interpolated along straight lines. */
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56 | IM_LINEAR,
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57 | /** Values are interpolated along a spline, resulting in smoother changes in direction. */
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58 | IM_SPLINE
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59 | };
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60 |
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61 | /** The types of rotational interpolation available. */
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62 | enum RotationInterpolationMode
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63 | {
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64 | /** Values are interpolated linearly. This is faster but does not
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65 | necessarily give a completely accurate result.
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66 | */
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67 | RIM_LINEAR,
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68 | /** Values are interpolated spherically. This is more accurate but
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69 | has a higher cost.
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70 | */
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71 | RIM_SPHERICAL
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72 | };
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73 | /** You should not use this constructor directly, use the parent object such as Skeleton instead.
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74 | @param name The name of the animation, should be unique within it's parent (e.g. Skeleton)
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75 | @param length The length of the animation in seconds.
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76 | */
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77 | Animation(const String& name, Real length);
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78 | virtual ~Animation();
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79 |
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80 | /** Gets the name of this animation. */
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81 | const String& getName(void) const;
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82 |
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83 | /** Gets the total length of the animation. */
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84 | Real getLength(void) const;
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85 |
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86 | /** Creates a NodeAnimationTrack for animating a Node.
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87 | @param handle Handle to give the track, used for accessing the track later.
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88 | Must be unique within this Animation.
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89 | */
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90 | NodeAnimationTrack* createNodeTrack(unsigned short handle);
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91 |
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92 | /** Creates a NumericAnimationTrack for animating any numeric value.
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93 | @param handle Handle to give the track, used for accessing the track later.
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94 | Must be unique within this Animation.
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95 | */
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96 | NumericAnimationTrack* createNumericTrack(unsigned short handle);
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97 |
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98 | /** Creates a VertexAnimationTrack for animating vertex position data.
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99 | @param handle Handle to give the track, used for accessing the track later.
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100 | Must be unique within this Animation, and is used to identify the target. For example
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101 | when applied to a Mesh, the handle must reference the index of the geometry being
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102 | modified; 0 for the shared geometry, and 1+ for SubMesh geometry with the same index-1.
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103 | @param animType Either morph or pose animation,
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104 | */
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105 | VertexAnimationTrack* createVertexTrack(unsigned short handle, VertexAnimationType animType);
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106 |
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107 | /** Creates a new AnimationTrack automatically associated with a Node.
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108 | @remarks
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109 | This method creates a standard AnimationTrack, but also associates it with a
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110 | target Node which will receive all keyframe effects.
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111 | @param handle Numeric handle to give the track, used for accessing the track later.
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112 | Must be unique within this Animation.
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113 | @param node A pointer to the Node object which will be affected by this track
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114 | */
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115 | NodeAnimationTrack* createNodeTrack(unsigned short handle, Node* node);
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116 |
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117 | /** Creates a NumericAnimationTrack and associates it with an animable.
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118 | @param handle Handle to give the track, used for accessing the track later.
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119 | @param anim Animable object link
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120 | Must be unique within this Animation.
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121 | */
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122 | NumericAnimationTrack* createNumericTrack(unsigned short handle,
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123 | const AnimableValuePtr& anim);
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124 |
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125 | /** Creates a VertexAnimationTrack and associates it with VertexData.
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126 | @param handle Handle to give the track, used for accessing the track later.
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127 | @param data VertexData object link
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128 | @param animType The animation type
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129 | Must be unique within this Animation.
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130 | */
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131 | VertexAnimationTrack* createVertexTrack(unsigned short handle,
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132 | VertexData* data, VertexAnimationType animType);
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133 |
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134 | /** Gets the number of NodeAnimationTrack objects contained in this animation. */
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135 | unsigned short getNumNodeTracks(void) const;
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136 |
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137 | /** Gets a node track by it's handle. */
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138 | NodeAnimationTrack* getNodeTrack(unsigned short handle) const;
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139 |
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140 | /** Does a track exist with the given handle? */
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141 | bool hasNodeTrack(unsigned short handle) const;
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142 |
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143 | /** Gets the number of NumericAnimationTrack objects contained in this animation. */
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144 | unsigned short getNumNumericTracks(void) const;
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145 |
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146 | /** Gets a numeric track by it's handle. */
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147 | NumericAnimationTrack* getNumericTrack(unsigned short handle) const;
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148 |
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149 | /** Does a track exist with the given handle? */
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150 | bool hasNumericTrack(unsigned short handle) const;
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151 |
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152 | /** Gets the number of VertexAnimationTrack objects contained in this animation. */
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153 | unsigned short getNumVertexTracks(void) const;
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154 |
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155 | /** Gets a Vertex track by it's handle. */
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156 | VertexAnimationTrack* getVertexTrack(unsigned short handle) const;
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157 |
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158 | /** Does a track exist with the given handle? */
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159 | bool hasVertexTrack(unsigned short handle) const;
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160 |
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161 | /** Destroys the node track with the given handle. */
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162 | void destroyNodeTrack(unsigned short handle);
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163 |
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164 | /** Destroys the numeric track with the given handle. */
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165 | void destroyNumericTrack(unsigned short handle);
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166 |
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167 | /** Destroys the Vertex track with the given handle. */
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168 | void destroyVertexTrack(unsigned short handle);
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169 |
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170 | /** Removes and destroys all tracks making up this animation. */
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171 | void destroyAllTracks(void);
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172 |
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173 | /** Removes and destroys all tracks making up this animation. */
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174 | void destroyAllNodeTracks(void);
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175 | /** Removes and destroys all tracks making up this animation. */
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176 | void destroyAllNumericTracks(void);
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177 | /** Removes and destroys all tracks making up this animation. */
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178 | void destroyAllVertexTracks(void);
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179 |
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180 | /** Applies an animation given a specific time point and weight.
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181 | @remarks
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182 | Where you have associated animation tracks with objects, you can eaily apply
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183 | an animation to those objects by calling this method.
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184 | @param timePos The time position in the animation to apply.
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185 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with
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186 | other animations.
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187 | @param scale The scale to apply to translations and scalings, useful for
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188 | adapting an animation to a different size target.
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189 | */
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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 all node tracks given a specific time point and weight to a given skeleton.
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194 | @remarks
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195 | Where you have associated animation tracks with Node objects, you can eaily apply
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196 | an animation to those nodes by calling this method.
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197 | @param timePos The time position in the animation to apply.
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198 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with
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199 | other animations.
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200 | @param scale The scale to apply to translations and scalings, useful for
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201 | adapting an animation to a different size target.
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202 | */
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203 | void apply(Skeleton* skeleton, Real timePos, Real weight = 1.0,
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204 | bool accumulate = false, Real scale = 1.0f);
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205 |
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206 | /** Applies all vertex tracks given a specific time point and weight to a given entity.
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207 | @remarks
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208 | @param entity The Entity to which this animation should be applied
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209 | @param timePos The time position in the animation to apply.
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210 | @param weight The weight at which the animation should be applied
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211 | (only affects pose animation)
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212 | @param software Whether to populate the software morph vertex data
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213 | @param hardware Whether to populate the hardware morph vertex data
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214 | */
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215 | void apply(Entity* entity, Real timePos, Real weight, bool software,
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216 | bool hardware);
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217 |
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218 | /** Tells the animation how to interpolate between keyframes.
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219 | @remarks
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220 | By default, animations normally interpolate linearly between keyframes. This is
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221 | fast, but when animations include quick changes in direction it can look a little
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222 | unnatural because directions change instantly at keyframes. An alternative is to
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223 | tell the animation to interpolate along a spline, which is more expensive in terms
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224 | of calculation time, but looks smoother because major changes in direction are
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225 | distributed around the keyframes rather than just at the keyframe.
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226 | @par
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227 | You can also change the default animation behaviour by calling
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228 | Animation::setDefaultInterpolationMode.
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229 | */
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230 | void setInterpolationMode(InterpolationMode im);
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231 |
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232 | /** Gets the current interpolation mode of this animation.
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233 | @remarks
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234 | See setInterpolationMode for more info.
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235 | */
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236 | InterpolationMode getInterpolationMode(void) const;
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237 | /** Tells the animation how to interpolate rotations.
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238 | @remarks
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239 | By default, animations interpolate lieanrly between rotations. This
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240 | is fast but not necessarily completely accurate. If you want more
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241 | accurate interpolation, use spherical interpolation, but be aware
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242 | that it will incur a higher cost.
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243 | @par
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244 | You can also change the default rotation behaviour by calling
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245 | Animation::setDefaultRotationInterpolationMode.
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246 | */
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247 | void setRotationInterpolationMode(RotationInterpolationMode im);
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248 |
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249 | /** Gets the current rotation interpolation mode of this animation.
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250 | @remarks
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251 | See setRotationInterpolationMode for more info.
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252 | */
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253 | RotationInterpolationMode getRotationInterpolationMode(void) const;
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254 |
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255 | // Methods for setting the defaults
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256 | /** Sets the default animation interpolation mode.
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257 | @remarks
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258 | Every animation created after this option is set will have the new interpolation
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259 | mode specified. You can also change the mode per animation by calling the
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260 | setInterpolationMode method on the instance in question.
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261 | */
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262 | static void setDefaultInterpolationMode(InterpolationMode im);
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263 |
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264 | /** Gets the default interpolation mode for all animations. */
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265 | static InterpolationMode getDefaultInterpolationMode(void);
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266 |
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267 | /** Sets the default rotation interpolation mode.
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268 | @remarks
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269 | Every animation created after this option is set will have the new interpolation
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270 | mode specified. You can also change the mode per animation by calling the
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271 | setInterpolationMode method on the instance in question.
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272 | */
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273 | static void setDefaultRotationInterpolationMode(RotationInterpolationMode im);
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274 |
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275 | /** Gets the default rotation interpolation mode for all animations. */
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276 | static RotationInterpolationMode getDefaultRotationInterpolationMode(void);
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277 |
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278 | typedef std::map<unsigned short, NodeAnimationTrack*> NodeTrackList;
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279 | typedef ConstMapIterator<NodeTrackList> NodeTrackIterator;
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280 |
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281 | typedef std::map<unsigned short, NumericAnimationTrack*> NumericTrackList;
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282 | typedef ConstMapIterator<NumericTrackList> NumericTrackIterator;
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283 |
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284 | typedef std::map<unsigned short, VertexAnimationTrack*> VertexTrackList;
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285 | typedef ConstMapIterator<VertexTrackList> VertexTrackIterator;
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286 |
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287 | /// Fast access to NON-UPDATEABLE node track list
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288 | const NodeTrackList& _getNodeTrackList(void) const;
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289 |
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290 | /// Get non-updateable iterator over node tracks
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291 | NodeTrackIterator getNodeTrackIterator(void) const
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292 | { return NodeTrackIterator(mNodeTrackList.begin(), mNodeTrackList.end()); }
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293 |
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294 | /// Fast access to NON-UPDATEABLE numeric track list
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295 | const NumericTrackList& _getNumericTrackList(void) const;
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296 |
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297 | /// Get non-updateable iterator over node tracks
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298 | NumericTrackIterator getNumericTrackIterator(void) const
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299 | { return NumericTrackIterator(mNumericTrackList.begin(), mNumericTrackList.end()); }
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300 |
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301 | /// Fast access to NON-UPDATEABLE Vertex track list
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302 | const VertexTrackList& _getVertexTrackList(void) const;
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303 |
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304 | /// Get non-updateable iterator over node tracks
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305 | VertexTrackIterator getVertexTrackIterator(void) const
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306 | { return VertexTrackIterator(mVertexTrackList.begin(), mVertexTrackList.end()); }
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307 |
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308 | /** Optimise an animation by removing unnecessary tracks and keyframes.
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309 | @remarks
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310 | When you export an animation, it is possible that certain tracks
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311 | have been keyfamed but actually don't include anything useful - the
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312 | keyframes include no transformation. These tracks can be completely
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313 | eliminated from the animation and thus speed up the animation.
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314 | In addition, if several keyframes in a row have the same value,
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315 | then they are just adding overhead and can be removed.
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316 | */
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317 | void optimise(void);
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318 |
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319 |
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320 |
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321 | protected:
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322 | /// Node tracks, indexed by handle
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323 | NodeTrackList mNodeTrackList;
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324 | /// Numeric tracks, indexed by handle
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325 | NumericTrackList mNumericTrackList;
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326 | /// Vertex tracks, indexed by handle
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327 | VertexTrackList mVertexTrackList;
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328 | String mName;
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329 |
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330 | Real mLength;
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331 |
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332 | InterpolationMode mInterpolationMode;
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333 | RotationInterpolationMode mRotationInterpolationMode;
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334 |
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335 | static InterpolationMode msDefaultInterpolationMode;
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336 | static RotationInterpolationMode msDefaultRotationInterpolationMode;
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337 |
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338 | void optimiseNodeTracks(void);
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339 | void optimiseVertexTracks(void);
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340 |
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341 |
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342 | };
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343 |
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344 |
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345 | }
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346 |
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347 |
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348 | #endif
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349 |
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