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 __Bone_H__
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27 | #define __Bone_H__
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28 |
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29 | #include "OgrePrerequisites.h"
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30 | #include "OgreNode.h"
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31 |
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32 |
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33 | namespace Ogre
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34 | {
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35 | /** A bone in a skeleton.
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36 | @remarks
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37 | See Skeleton for more information about the principles behind skeletal animation.
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38 | This class is a node in the joint hierarchy. Mesh vertices also have assignments
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39 | to bones to define how they move in relation to the skeleton.
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40 | */
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41 | class _OgreExport Bone : public Node
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42 | {
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43 | public:
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44 | /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */
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45 | Bone(unsigned short handle, Skeleton* creator);
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46 | /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */
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47 | Bone(const String& name, unsigned short handle, Skeleton* creator);
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48 | ~Bone();
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49 |
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50 | /** Creates a new Bone as a child of this bone.
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51 | @remarks
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52 | This method creates a new bone which will inherit the transforms of this
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53 | bone, with the handle specified.
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54 | @param
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55 | handle The numeric handle to give the new bone; must be unique within the Skeleton.
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56 | @param
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57 | translate Initial translation offset of child relative to parent
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58 | @param
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59 | rotate Initial rotation relative to parent
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60 | */
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61 | Bone* createChild(unsigned short handle,
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62 | const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);
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63 |
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64 |
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65 | /** Gets the numeric handle for this bone (unique within the skeleton). */
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66 | unsigned short getHandle(void) const;
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67 |
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68 | /** Sets the current position / orientation to be the 'binding pose' ie the layout in which
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69 | bones were originally bound to a mesh.
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70 | */
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71 | void setBindingPose(void);
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72 |
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73 | /** Resets the position and orientation of this Bone to the original binding position.
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74 | @remarks
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75 | Bones are bound to the mesh in a binding pose. They are then modified from this
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76 | position during animation. This method returns the bone to it's original position and
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77 | orientation.
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78 | */
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79 | void reset(void);
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80 |
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81 | /** Sets whether or not this bone is manually controlled.
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82 | @remarks
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83 | Manually controlled bones can be altered by the application at runtime,
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84 | and their positions will not be reset by the animation routines. Note
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85 | that you should also make sure that there are no AnimationTrack objects
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86 | referencing this bone, or if there are, you should disable them using
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87 | pAnimation->destroyTrack(pBone->getHandle());
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88 | */
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89 | void setManuallyControlled(bool manuallyControlled);
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90 |
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91 | /** Getter for mManuallyControlled Flag */
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92 | bool isManuallyControlled() const;
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93 |
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94 |
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95 | /** Gets the inverse transform which takes bone space to origin from the binding pose.
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96 | @remarks
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97 | Internal use only.
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98 | */
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99 | const Matrix4& _getBindingPoseInverseTransform(void) const;
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100 |
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101 | /// @see Node::needUpdate
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102 | void needUpdate(bool forceParentUpdate = false);
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103 |
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104 |
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105 | protected:
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106 | /// The numeric handle of this bone
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107 | unsigned short mHandle;
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108 |
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109 | /** Bones set as manuallyControlled are not reseted in Skeleton::reset() */
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110 | bool mManuallyControlled;
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111 |
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112 | /** See Node. */
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113 | Node* createChildImpl(void);
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114 | /** See Node. */
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115 | Node* createChildImpl(const String& name);
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116 |
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117 | /// Pointer back to creator, for child creation (not smart ptr so child does not preserve parent)
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118 | Skeleton* mCreator;
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119 |
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120 | /// The inversed derived transform of the bone in the binding pose
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121 | Matrix4 mBindDerivedInverseTransform;
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122 |
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123 |
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124 |
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125 | };
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126 |
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127 |
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128 | }
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129 |
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130 | #endif
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