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 | Real mMaxKeyFrameTime;
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154 | Animation* mParent;
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155 | unsigned short mHandle;
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156 |
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157 | /// Create a keyframe implementation - must be overridden
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158 | virtual KeyFrame* createKeyFrameImpl(Real time) = 0;
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159 |
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160 |
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161 | };
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162 |
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163 | /** Specialised AnimationTrack for dealing with generic animable values.
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164 | */
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165 | class _OgreExport NumericAnimationTrack : public AnimationTrack
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166 | {
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167 | public:
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168 | /// Constructor
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169 | NumericAnimationTrack(Animation* parent, unsigned short handle);
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170 | /// Constructor, associates with an AnimableValue
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171 | NumericAnimationTrack(Animation* parent, unsigned short handle,
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172 | AnimableValuePtr& target);
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173 |
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174 | /** Creates a new KeyFrame and adds it to this animation at the given time index.
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175 | @remarks
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176 | It is better to create KeyFrames in time order. Creating them out of order can result
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177 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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178 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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179 | @param timePos The time from which this KeyFrame will apply.
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180 | */
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181 | virtual NumericKeyFrame* createNumericKeyFrame(Real timePos);
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182 |
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183 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame
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184 | void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const;
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185 |
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186 | /// @copydoc AnimationTrack::apply
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187 | void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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188 | Real scale = 1.0f);
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189 |
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190 | /** Applies an animation track to a given animable value.
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191 | @param anim The AnimableValue to which to apply the animation
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192 | @param timePos The time position in the animation to apply.
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193 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with
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194 | other animations.
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195 | @param scale The scale to apply to translations and scalings, useful for
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196 | adapting an animation to a different size target.
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197 | */
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198 | void applyToAnimable(const AnimableValuePtr& anim, Real timePos,
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199 | Real weight = 1.0, Real scale = 1.0f);
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200 |
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201 | /** Returns a pointer to the associated animable object (if any). */
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202 | virtual const AnimableValuePtr& getAssociatedAnimable(void) const;
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203 |
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204 | /** Sets the associated animable object which will be automatically
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205 | affected by calls to 'apply'. */
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206 | virtual void setAssociatedAnimable(const AnimableValuePtr& val);
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207 |
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208 | /** Returns the KeyFrame at the specified index. */
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209 | NumericKeyFrame* getNumericKeyFrame(unsigned short index) const;
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210 |
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211 |
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212 | protected:
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213 | /// Target to animate
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214 | AnimableValuePtr mTargetAnim;
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215 |
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216 | /// @copydoc AnimationTrack::createKeyFrameImpl
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217 | KeyFrame* createKeyFrameImpl(Real time);
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218 |
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219 |
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220 | };
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221 |
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222 | /** Specialised AnimationTrack for dealing with node transforms.
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223 | */
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224 | class _OgreExport NodeAnimationTrack : public AnimationTrack
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225 | {
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226 | public:
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227 | /// Constructor
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228 | NodeAnimationTrack(Animation* parent, unsigned short handle);
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229 | /// Constructor, associates with a Node
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230 | NodeAnimationTrack(Animation* parent, unsigned short handle,
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231 | Node* targetNode);
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232 | /** Creates a new KeyFrame and adds it to this animation at the given time index.
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233 | @remarks
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234 | It is better to create KeyFrames in time order. Creating them out of order can result
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235 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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236 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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237 | @param timePos The time from which this KeyFrame will apply.
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238 | */
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239 | virtual TransformKeyFrame* createNodeKeyFrame(Real timePos);
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240 | /** Returns a pointer to the associated Node object (if any). */
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241 | virtual Node* getAssociatedNode(void) const;
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242 |
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243 | /** Sets the associated Node object which will be automatically affected by calls to 'apply'. */
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244 | virtual void setAssociatedNode(Node* node);
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245 |
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246 | /** As the 'apply' method but applies to a specified Node instead of associated node. */
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247 | virtual void applyToNode(Node* node, Real timePos, Real weight = 1.0,
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248 | bool accumulate = false, Real scale = 1.0f);
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249 |
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250 | /** Sets the method of rotation calculation */
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251 | virtual void setUseShortestRotationPath(bool useShortestPath);
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252 |
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253 | /** Gets the method of rotation calculation */
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254 | virtual bool getUseShortestRotationPath() const;
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255 |
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256 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame
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257 | void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const;
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258 |
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259 | /// @copydoc AnimationTrack::apply
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260 | void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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261 | Real scale = 1.0f);
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262 |
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263 | /// @copydoc AnimationTrack::_keyFrameDataChanged
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264 | void _keyFrameDataChanged(void) const;
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265 |
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266 | /** Returns the KeyFrame at the specified index. */
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267 | virtual TransformKeyFrame* getNodeKeyFrame(unsigned short index) const;
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268 |
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269 |
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270 | /** Method to determine if this track has any KeyFrames which are
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271 | doing anything useful - can be used to determine if this track
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272 | can be optimised out.
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273 | */
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274 | virtual bool hasNonZeroKeyFrames(void) const;
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275 |
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276 | /** Optimise the current track by removing any duplicate keyframes. */
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277 | virtual void optimise(void);
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278 |
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279 | protected:
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280 | /// Specialised keyframe creation
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281 | KeyFrame* createKeyFrameImpl(Real time);
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282 | // Flag indicating we need to rebuild the splines next time
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283 | virtual void buildInterpolationSplines(void) const;
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284 |
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285 | Node* mTargetNode;
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286 | // Prebuilt splines, must be mutable since lazy-update in const method
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287 | mutable bool mSplineBuildNeeded;
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288 | mutable SimpleSpline mPositionSpline;
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289 | mutable SimpleSpline mScaleSpline;
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290 | mutable RotationalSpline mRotationSpline;
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291 | /// Defines if rotation is done using shortest path
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292 | mutable bool mUseShortestRotationPath ;
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293 |
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294 |
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295 | };
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296 |
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297 | /** Type of vertex animation.
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298 | Vertex animation comes in 2 types, morph and pose. The reason
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299 | for the 2 types is that we have 2 different potential goals - to encapsulate
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300 | a complete, flowing morph animation with multiple keyframes (a typical animation,
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301 | but implemented by having snapshots of the vertex data at each keyframe),
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302 | or to represent a single pose change, for example a facial expression.
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303 | Whilst both could in fact be implemented using the same system, we choose
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304 | to separate them since the requirements and limitations of each are quite
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305 | different.
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306 | @par
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307 | Morph animation is a simple approach where we have a whole series of
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308 | snapshots of vertex data which must be interpolated, e.g. a running
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309 | animation implemented as morph targets. Because this is based on simple
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310 | snapshots, it's quite fast to use when animating an entire mesh because
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311 | it's a simple linear change between keyframes. However, this simplistic
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312 | approach does not support blending between multiple morph animations.
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313 | If you need animation blending, you are advised to use skeletal animation
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314 | for full-mesh animation, and pose animation for animation of subsets of
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315 | meshes or where skeletal animation doesn't fit - for example facial animation.
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316 | For animating in a vertex shader, morph animation is quite simple and
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317 | just requires the 2 vertex buffers (one the original position buffer)
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318 | of absolute position data, and an interpolation factor. Each track in
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319 | a morph animation refrences a unique set of vertex data.
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320 | @par
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321 | Pose animation is more complex. Like morph animation each track references
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322 | a single unique set of vertex data, but unlike morph animation, each
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323 | keyframe references 1 or more 'poses', each with an influence level.
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324 | A pose is a series of offsets to the base vertex data, and may be sparse - ie it
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325 | may not reference every vertex. Because they're offsets, they can be
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326 | blended - both within a track and between animations. This set of features
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327 | is very well suited to facial animation.
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328 | @par
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329 | For example, let's say you modelled a face (one set of vertex data), and
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330 | defined a set of poses which represented the various phonetic positions
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331 | of the face. You could then define an animation called 'SayHello', containing
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332 | a single track which referenced the face vertex data, and which included
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333 | a series of keyframes, each of which referenced one or more of the facial
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334 | positions at different influence levels - the combination of which over
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335 | time made the face form the shapes required to say the word 'hello'. Since
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336 | the poses are only stored once, but can be referenced may times in
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337 | many animations, this is a very powerful way to build up a speech system.
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338 | @par
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339 | The downside of pose animation is that it can be more difficult to set up.
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340 | Also, since it uses more buffers (one for the base data, and one for each
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341 | active pose), if you're animating in hardware using vertex shaders you need
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342 | to keep an eye on how many poses you're blending at once. You define a
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343 | maximum supported number in your vertex program definition, see the
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344 | includes_pose_animation material script entry.
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345 | @par
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346 | So, by partitioning the vertex animation approaches into 2, we keep the
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347 | simple morph technique easy to use, whilst still allowing all
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348 | the powerful techniques to be used. Note that morph animation cannot
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349 | be blended with other types of vertex animation (pose animation or other
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350 | morph animation); pose animation can be blended with other pose animation
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351 | though, and both types can be combined with skeletal animation. Also note
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352 | that all morph animation can be expressed as pose animation, but not vice
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353 | versa.
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354 | */
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355 | enum VertexAnimationType
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356 | {
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357 | /// No animation
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358 | VAT_NONE = 0,
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359 | /// Morph animation is made up of many interpolated snapshot keyframes
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360 | VAT_MORPH = 1,
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361 | /// Pose animation is made up of a single delta pose keyframe
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362 | VAT_POSE = 2
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363 | };
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364 |
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365 | /** Specialised AnimationTrack for dealing with changing vertex position information.
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366 | @see VertexAnimationType
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367 | */
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368 | class _OgreExport VertexAnimationTrack : public AnimationTrack
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369 | {
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370 | public:
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371 | /** The target animation mode */
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372 | enum TargetMode
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373 | {
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374 | /// Interpolate vertex positions in software
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375 | TM_SOFTWARE,
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376 | /** Bind keyframe 1 to position, and keyframe 2 to a texture coordinate
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377 | for interpolation in hardware */
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378 | TM_HARDWARE
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379 | };
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380 | /// Constructor
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381 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType);
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382 | /// Constructor, associates with target VertexData and temp buffer (for software)
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383 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType,
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384 | VertexData* targetData, TargetMode target = TM_SOFTWARE);
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385 |
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386 | /** Get the type of vertex animation we're performing. */
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387 | VertexAnimationType getAnimationType(void) const { return mAnimationType; }
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388 |
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389 | /** Creates a new morph KeyFrame and adds it to this animation at the given time index.
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390 | @remarks
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391 | It is better to create KeyFrames in time order. Creating them out of order can result
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392 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created
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393 | for you, so you don't need to create this one, just access it using getKeyFrame(0);
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394 | @param timePos The time from which this KeyFrame will apply.
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395 | */
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396 | virtual VertexMorphKeyFrame* createVertexMorphKeyFrame(Real timePos);
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397 |
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398 | /** Creates the single pose KeyFrame and adds it to this animation.
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399 | */
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400 | virtual VertexPoseKeyFrame* createVertexPoseKeyFrame(Real timePos);
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401 |
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402 | /** This method in fact does nothing, since interpolation is not performed
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403 | inside the keyframes for this type of track.
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404 | */
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405 | void getInterpolatedKeyFrame(Real timeIndex, KeyFrame* kf) const {}
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406 |
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407 | /// @copydoc AnimationTrack::apply
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408 | void apply(Real timePos, Real weight = 1.0, bool accumulate = false,
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409 | Real scale = 1.0f);
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410 |
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411 | /** As the 'apply' method but applies to specified VertexData instead of
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412 | associated data. */
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413 | virtual void applyToVertexData(VertexData* data,
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414 | Real timePos, Real weight = 1.0,
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415 | const PoseList* poseList = 0);
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416 |
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417 |
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418 | /** Returns the morph KeyFrame at the specified index. */
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419 | VertexMorphKeyFrame* getVertexMorphKeyFrame(unsigned short index) const;
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420 |
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421 | /** Returns the pose KeyFrame at the specified index. */
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422 | VertexPoseKeyFrame* getVertexPoseKeyFrame(unsigned short index) const;
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423 |
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424 | /** Sets the associated VertexData which this track will update. */
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425 | void setAssociatedVertexData(VertexData* data) { mTargetVertexData = data; }
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426 | /** Gets the associated VertexData which this track will update. */
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427 | VertexData* getAssociatedVertexData(void) const { return mTargetVertexData; }
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428 |
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429 | /// Set the target mode
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430 | void setTargetMode(TargetMode m) { mTargetMode = m; }
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431 | /// Get the target mode
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432 | TargetMode getTargetMode(void) const { return mTargetMode; }
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433 |
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434 | /** Method to determine if this track has any KeyFrames which are
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435 | doing anything useful - can be used to determine if this track
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436 | can be optimised out.
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437 | */
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438 | virtual bool hasNonZeroKeyFrames(void) const;
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439 |
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440 | /** Optimise the current track by removing any duplicate keyframes. */
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441 | virtual void optimise(void);
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442 |
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443 |
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444 | protected:
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445 | /// Animation type
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446 | VertexAnimationType mAnimationType;
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447 | /// Target to animate
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448 | VertexData* mTargetVertexData;
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449 | /// Mode to apply
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450 | TargetMode mTargetMode;
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451 |
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452 | /// @copydoc AnimationTrack::createKeyFrameImpl
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453 | KeyFrame* createKeyFrameImpl(Real time);
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454 |
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455 | /// Utility method for applying pose animation
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456 | void applyPoseToVertexData(const Pose* pose, VertexData* data, Real influence);
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457 |
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458 |
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459 | };
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460 |
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461 |
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462 | }
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463 |
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464 | #endif
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