/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #ifndef __Animation_H__ #define __Animation_H__ #include "OgrePrerequisites.h" #include "OgreString.h" #include "OgreIteratorWrappers.h" #include "OgreAnimable.h" #include "OgreAnimationTrack.h" namespace Ogre { /** An animation sequence. @remarks This class defines the interface for a sequence of animation, whether that be animation of a mesh, a path along a spline, or possibly more than one type of animation in one. An animation is made up of many 'tracks', which are the more specific types of animation. @par You should not create these animations directly. They will be created via a parent object which owns the animation, e.g. Skeleton. */ class _OgreExport Animation { public: /** The types of animation interpolation available. */ enum InterpolationMode { /** Values are interpolated along straight lines. */ IM_LINEAR, /** Values are interpolated along a spline, resulting in smoother changes in direction. */ IM_SPLINE }; /** The types of rotational interpolation available. */ enum RotationInterpolationMode { /** Values are interpolated linearly. This is faster but does not necessarily give a completely accurate result. */ RIM_LINEAR, /** Values are interpolated spherically. This is more accurate but has a higher cost. */ RIM_SPHERICAL }; /** You should not use this constructor directly, use the parent object such as Skeleton instead. @param name The name of the animation, should be unique within it's parent (e.g. Skeleton) @param length The length of the animation in seconds. */ Animation(const String& name, Real length); virtual ~Animation(); /** Gets the name of this animation. */ const String& getName(void) const; /** Gets the total length of the animation. */ Real getLength(void) const; /** Creates a NodeAnimationTrack for animating a Node. @param handle Handle to give the track, used for accessing the track later. Must be unique within this Animation. */ NodeAnimationTrack* createNodeTrack(unsigned short handle); /** Creates a NumericAnimationTrack for animating any numeric value. @param handle Handle to give the track, used for accessing the track later. Must be unique within this Animation. */ NumericAnimationTrack* createNumericTrack(unsigned short handle); /** Creates a VertexAnimationTrack for animating vertex position data. @param handle Handle to give the track, used for accessing the track later. Must be unique within this Animation, and is used to identify the target. For example when applied to a Mesh, the handle must reference the index of the geometry being modified; 0 for the shared geometry, and 1+ for SubMesh geometry with the same index-1. @param animType Either morph or pose animation, */ VertexAnimationTrack* createVertexTrack(unsigned short handle, VertexAnimationType animType); /** Creates a new AnimationTrack automatically associated with a Node. @remarks This method creates a standard AnimationTrack, but also associates it with a target Node which will receive all keyframe effects. @param handle Numeric handle to give the track, used for accessing the track later. Must be unique within this Animation. @param node A pointer to the Node object which will be affected by this track */ NodeAnimationTrack* createNodeTrack(unsigned short handle, Node* node); /** Creates a NumericAnimationTrack and associates it with an animable. @param handle Handle to give the track, used for accessing the track later. @param anim Animable object link Must be unique within this Animation. */ NumericAnimationTrack* createNumericTrack(unsigned short handle, const AnimableValuePtr& anim); /** Creates a VertexAnimationTrack and associates it with VertexData. @param handle Handle to give the track, used for accessing the track later. @param data VertexData object link @param animType The animation type Must be unique within this Animation. */ VertexAnimationTrack* createVertexTrack(unsigned short handle, VertexData* data, VertexAnimationType animType); /** Gets the number of NodeAnimationTrack objects contained in this animation. */ unsigned short getNumNodeTracks(void) const; /** Gets a node track by it's handle. */ NodeAnimationTrack* getNodeTrack(unsigned short handle) const; /** Does a track exist with the given handle? */ bool hasNodeTrack(unsigned short handle) const; /** Gets the number of NumericAnimationTrack objects contained in this animation. */ unsigned short getNumNumericTracks(void) const; /** Gets a numeric track by it's handle. */ NumericAnimationTrack* getNumericTrack(unsigned short handle) const; /** Does a track exist with the given handle? */ bool hasNumericTrack(unsigned short handle) const; /** Gets the number of VertexAnimationTrack objects contained in this animation. */ unsigned short getNumVertexTracks(void) const; /** Gets a Vertex track by it's handle. */ VertexAnimationTrack* getVertexTrack(unsigned short handle) const; /** Does a track exist with the given handle? */ bool hasVertexTrack(unsigned short handle) const; /** Destroys the node track with the given handle. */ void destroyNodeTrack(unsigned short handle); /** Destroys the numeric track with the given handle. */ void destroyNumericTrack(unsigned short handle); /** Destroys the Vertex track with the given handle. */ void destroyVertexTrack(unsigned short handle); /** Removes and destroys all tracks making up this animation. */ void destroyAllTracks(void); /** Removes and destroys all tracks making up this animation. */ void destroyAllNodeTracks(void); /** Removes and destroys all tracks making up this animation. */ void destroyAllNumericTracks(void); /** Removes and destroys all tracks making up this animation. */ void destroyAllVertexTracks(void); /** Applies an animation given a specific time point and weight. @remarks Where you have associated animation tracks with objects, you can eaily apply an animation to those objects by calling this method. @param timePos The time position in the animation to apply. @param weight The influence to give to this track, 1.0 for full influence, less to blend with other animations. @param scale The scale to apply to translations and scalings, useful for adapting an animation to a different size target. */ void apply(Real timePos, Real weight = 1.0, bool accumulate = false, Real scale = 1.0f); /** Applies all node tracks given a specific time point and weight to a given skeleton. @remarks Where you have associated animation tracks with Node objects, you can eaily apply an animation to those nodes by calling this method. @param timePos The time position in the animation to apply. @param weight The influence to give to this track, 1.0 for full influence, less to blend with other animations. @param scale The scale to apply to translations and scalings, useful for adapting an animation to a different size target. */ void apply(Skeleton* skeleton, Real timePos, Real weight = 1.0, bool accumulate = false, Real scale = 1.0f); /** Applies all vertex tracks given a specific time point and weight to a given entity. @remarks @param entity The Entity to which this animation should be applied @param timePos The time position in the animation to apply. @param weight The weight at which the animation should be applied (only affects pose animation) @param software Whether to populate the software morph vertex data @param hardware Whether to populate the hardware morph vertex data */ void apply(Entity* entity, Real timePos, Real weight, bool software, bool hardware); /** Tells the animation how to interpolate between keyframes. @remarks By default, animations normally interpolate linearly between keyframes. This is fast, but when animations include quick changes in direction it can look a little unnatural because directions change instantly at keyframes. An alternative is to tell the animation to interpolate along a spline, which is more expensive in terms of calculation time, but looks smoother because major changes in direction are distributed around the keyframes rather than just at the keyframe. @par You can also change the default animation behaviour by calling Animation::setDefaultInterpolationMode. */ void setInterpolationMode(InterpolationMode im); /** Gets the current interpolation mode of this animation. @remarks See setInterpolationMode for more info. */ InterpolationMode getInterpolationMode(void) const; /** Tells the animation how to interpolate rotations. @remarks By default, animations interpolate lieanrly between rotations. This is fast but not necessarily completely accurate. If you want more accurate interpolation, use spherical interpolation, but be aware that it will incur a higher cost. @par You can also change the default rotation behaviour by calling Animation::setDefaultRotationInterpolationMode. */ void setRotationInterpolationMode(RotationInterpolationMode im); /** Gets the current rotation interpolation mode of this animation. @remarks See setRotationInterpolationMode for more info. */ RotationInterpolationMode getRotationInterpolationMode(void) const; // Methods for setting the defaults /** Sets the default animation interpolation mode. @remarks Every animation created after this option is set will have the new interpolation mode specified. You can also change the mode per animation by calling the setInterpolationMode method on the instance in question. */ static void setDefaultInterpolationMode(InterpolationMode im); /** Gets the default interpolation mode for all animations. */ static InterpolationMode getDefaultInterpolationMode(void); /** Sets the default rotation interpolation mode. @remarks Every animation created after this option is set will have the new interpolation mode specified. You can also change the mode per animation by calling the setInterpolationMode method on the instance in question. */ static void setDefaultRotationInterpolationMode(RotationInterpolationMode im); /** Gets the default rotation interpolation mode for all animations. */ static RotationInterpolationMode getDefaultRotationInterpolationMode(void); typedef std::map NodeTrackList; typedef ConstMapIterator NodeTrackIterator; typedef std::map NumericTrackList; typedef ConstMapIterator NumericTrackIterator; typedef std::map VertexTrackList; typedef ConstMapIterator VertexTrackIterator; /// Fast access to NON-UPDATEABLE node track list const NodeTrackList& _getNodeTrackList(void) const; /// Get non-updateable iterator over node tracks NodeTrackIterator getNodeTrackIterator(void) const { return NodeTrackIterator(mNodeTrackList.begin(), mNodeTrackList.end()); } /// Fast access to NON-UPDATEABLE numeric track list const NumericTrackList& _getNumericTrackList(void) const; /// Get non-updateable iterator over node tracks NumericTrackIterator getNumericTrackIterator(void) const { return NumericTrackIterator(mNumericTrackList.begin(), mNumericTrackList.end()); } /// Fast access to NON-UPDATEABLE Vertex track list const VertexTrackList& _getVertexTrackList(void) const; /// Get non-updateable iterator over node tracks VertexTrackIterator getVertexTrackIterator(void) const { return VertexTrackIterator(mVertexTrackList.begin(), mVertexTrackList.end()); } /** Optimise an animation by removing unnecessary tracks and keyframes. @remarks When you export an animation, it is possible that certain tracks have been keyfamed but actually don't include anything useful - the keyframes include no transformation. These tracks can be completely eliminated from the animation and thus speed up the animation. In addition, if several keyframes in a row have the same value, then they are just adding overhead and can be removed. */ void optimise(void); protected: /// Node tracks, indexed by handle NodeTrackList mNodeTrackList; /// Numeric tracks, indexed by handle NumericTrackList mNumericTrackList; /// Vertex tracks, indexed by handle VertexTrackList mVertexTrackList; String mName; Real mLength; InterpolationMode mInterpolationMode; RotationInterpolationMode mRotationInterpolationMode; static InterpolationMode msDefaultInterpolationMode; static RotationInterpolationMode msDefaultRotationInterpolationMode; void optimiseNodeTracks(void); void optimiseVertexTracks(void); }; } #endif