[692] | 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 __Skeleton_H__
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| 27 | #define __Skeleton_H__
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreResource.h"
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| 31 | #include "OgreQuaternion.h"
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| 32 | #include "OgreVector3.h"
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| 33 | #include "OgreIteratorWrappers.h"
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| 34 |
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| 35 | namespace Ogre {
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| 36 |
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| 37 | /** */
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| 38 | enum SkeletonAnimationBlendMode {
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| 39 | /// Animations are applied by calculating a weighted average of all animations
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| 40 | ANIMBLEND_AVERAGE,
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| 41 | /// Animations are applied by calculating a weighted cumulative total
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| 42 | ANIMBLEND_CUMULATIVE
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| 43 | };
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| 44 |
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| 45 | #define OGRE_MAX_NUM_BONES 256
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| 46 |
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| 47 |
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| 48 | struct LinkedSkeletonAnimationSource;
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| 49 |
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| 50 | /** A collection of Bone objects used to animate a skinned mesh.
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| 51 | @remarks
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| 52 | Skeletal animation works by having a collection of 'bones' which are
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| 53 | actually just joints with a position and orientation, arranged in a tree structure.
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| 54 | For example, the wrist joint is a child of the elbow joint, which in turn is a
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| 55 | child of the shoulder joint. Rotating the shoulder automatically moves the elbow
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| 56 | and wrist as well due to this hierarchy.
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| 57 | @par
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| 58 | So how does this animate a mesh? Well every vertex in a mesh is assigned to one or more
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| 59 | bones which affects it's position when the bone is moved. If a vertex is assigned to
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| 60 | more than one bone, then weights must be assigned to determine how much each bone affects
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| 61 | the vertex (actually a weight of 1.0 is used for single bone assignments).
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| 62 | Weighted vertex assignments are especially useful around the joints themselves
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| 63 | to avoid 'pinching' of the mesh in this region.
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| 64 | @par
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| 65 | Therefore by moving the skeleton using preset animations, we can animate the mesh. The
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| 66 | advantage of using skeletal animation is that you store less animation data, especially
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| 67 | as vertex counts increase. In addition, you are able to blend multiple animations together
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| 68 | (e.g. walking and looking around, running and shooting) and provide smooth transitions
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| 69 | between animations without incurring as much of an overhead as would be involved if you
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| 70 | did this on the core vertex data.
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| 71 | @par
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| 72 | Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They
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| 73 | are loaded on demand, especially when referenced by a Mesh.
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| 74 | */
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| 75 | class _OgreExport Skeleton : public Resource
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| 76 | {
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| 77 | friend class SkeletonInstance;
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| 78 | protected:
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| 79 | /// Internal constructor for use by SkeletonInstance only
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| 80 | Skeleton();
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| 81 |
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| 82 | public:
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| 83 | /** Constructor, don't call directly, use SkeletonManager.
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| 84 | @remarks
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| 85 | On creation, a Skeleton has a no bones, you should create them and link
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| 86 | them together appropriately.
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| 87 | */
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| 88 | Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle,
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| 89 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
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| 90 | virtual ~Skeleton();
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| 91 |
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| 92 |
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| 93 | /** Creates a brand new Bone owned by this Skeleton.
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| 94 | @remarks
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| 95 | This method creates an unattached new Bone for this skeleton.
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| 96 | Unless this is to be a root bone (there may be more than one of
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| 97 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
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| 98 | For this reason you will likely be better off creating child bones using the
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| 99 | Bone::createChild method instead, once you have created the root bone.
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| 100 | @par
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| 101 | Note that this method automatically generates a handle for the bone, which you
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| 102 | can retrieve using Bone::getHandle. If you wish the new Bone to have a specific
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| 103 | handle, use the alternate form of this method which takes a handle as a parameter,
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| 104 | although you should note the restrictions.
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| 105 | */
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| 106 | virtual Bone* createBone(void);
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| 107 |
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| 108 | /** Creates a brand new Bone owned by this Skeleton.
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| 109 | @remarks
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| 110 | This method creates an unattached new Bone for this skeleton and assigns it a
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| 111 | specific handle. Unless this is to be a root bone (there may be more than one of
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| 112 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
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| 113 | For this reason you will likely be better off creating child bones using the
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| 114 | Bone::createChild method instead, once you have created a root bone.
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| 115 | @param handle The handle to give to this new bone - must be unique within this skeleton.
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| 116 | You should also ensure that all bone handles are eventually contiguous (this is to simplify
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| 117 | their compilation into an indexed array of transformation matrices). For this reason
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| 118 | it is advised that you use the simpler createBone method which automatically assigns a
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| 119 | sequential handle starting from 0.
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| 120 | */
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| 121 | virtual Bone* createBone(unsigned short handle);
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| 122 |
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| 123 | /** Creates a brand new Bone owned by this Skeleton.
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| 124 | @remarks
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| 125 | This method creates an unattached new Bone for this skeleton and assigns it a
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| 126 | specific name.Unless this is to be a root bone (there may be more than one of
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| 127 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
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| 128 | For this reason you will likely be better off creating child bones using the
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| 129 | Bone::createChild method instead, once you have created the root bone.
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| 130 | @param name The name to give to this new bone - must be unique within this skeleton.
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| 131 | Note that the way OGRE looks up bones is via a numeric handle, so if you name a
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| 132 | Bone this way it will be given an automatic sequential handle. The name is just
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| 133 | for your convenience, although it is recommended that you only use the handle to
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| 134 | retrieve the bone in performance-critical code.
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| 135 | */
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| 136 | virtual Bone* createBone(const String& name);
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| 137 |
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| 138 | /** Creates a brand new Bone owned by this Skeleton.
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| 139 | @remarks
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| 140 | This method creates an unattached new Bone for this skeleton and assigns it a
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| 141 | specific name and handle. Unless this is to be a root bone (there may be more than one of
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| 142 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use.
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| 143 | For this reason you will likely be better off creating child bones using the
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| 144 | Bone::createChild method instead, once you have created the root bone.
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| 145 | @param name The name to give to this new bone - must be unique within this skeleton.
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| 146 | @param handle The handle to give to this new bone - must be unique within this skeleton.
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| 147 | */
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| 148 | virtual Bone* createBone(const String& name, unsigned short handle);
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| 149 |
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| 150 | /** Returns the number of bones in this skeleton. */
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| 151 | virtual unsigned short getNumBones(void) const;
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| 152 |
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| 153 | /** Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator.
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| 154 | @remarks
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| 155 | The system derives the root bone the first time you ask for it. The root bone is the
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| 156 | only bone in the skeleton which has no parent. The system locates it by taking the
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| 157 | first bone in the list and going up the bone tree until there are no more parents,
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| 158 | and saves this top bone as the root. If you are building the skeleton manually using
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| 159 | createBone then you must ensure there is only one bone which is not a child of
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| 160 | another bone, otherwise your skeleton will not work properly. If you use createBone
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| 161 | only once, and then use Bone::createChild from then on, then inherently the first
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| 162 | bone you create will by default be the root.
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| 163 | */
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| 164 | virtual Bone* getRootBone(void) const;
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| 165 |
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| 166 | typedef std::vector<Bone*> BoneList;
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| 167 | typedef VectorIterator<BoneList> BoneIterator;
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| 168 | /// Get an iterator over the root bones in the skeleton, ie those with no parents
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| 169 | virtual BoneIterator getRootBoneIterator(void);
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| 170 | /// Get an iterator over all the bones in the skeleton
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| 171 | virtual BoneIterator getBoneIterator(void);
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| 172 |
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| 173 | /** Gets a bone by it's handle. */
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| 174 | virtual Bone* getBone(unsigned short handle) const;
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| 175 |
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| 176 | /** Gets a bone by it's name. */
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| 177 | virtual Bone* getBone(const String& name) const;
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| 178 |
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| 179 | /** Sets the current position / orientation to be the 'binding pose' ie the layout in which
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| 180 | bones were originally bound to a mesh.
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| 181 | */
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| 182 | virtual void setBindingPose(void);
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| 183 |
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| 184 | /** Resets the position and orientation of all bones in this skeleton to their original binding position.
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| 185 | @remarks
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| 186 | A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this
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| 187 | position during animation. This method returns all the bones to their original position and
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| 188 | orientation.
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| 189 | @param resetManualBones If set to true, causes the state of manual bones to be reset
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| 190 | too, which is normally not done to allow the manual state to persist even
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| 191 | when keyframe animation is applied.
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| 192 | */
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| 193 | virtual void reset(bool resetManualBones = false);
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| 194 |
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| 195 | /** Creates a new Animation object for animating this skeleton.
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| 196 | @param name The name of this animation
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| 197 | @param length The length of the animation in seconds
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| 198 | */
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| 199 | virtual Animation* createAnimation(const String& name, Real length);
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| 200 |
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| 201 | /** Returns the named Animation object.
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| 202 | @remarks
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| 203 | Will pick up animations in linked skeletons
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| 204 | (@see addLinkedSkeletonAnimationSource).
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| 205 | @param name The name of the animation
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| 206 | @param linker Optional pointer to a pointer to the linked skeleton animation
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| 207 | where this is coming from.
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| 208 | */
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| 209 | virtual Animation* getAnimation(const String& name,
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| 210 | const LinkedSkeletonAnimationSource** linker = 0) const;
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| 211 |
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| 212 | /// Internal accessor for animations (returns null if animation does not exist)
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| 213 | Animation* _getAnimationImpl(const String& name,
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| 214 | const LinkedSkeletonAnimationSource** linker = 0) const;
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| 215 |
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| 216 |
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| 217 | /** Returns whether this skeleton contains the named animation. */
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| 218 | virtual bool hasAnimation(const String& name);
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| 219 |
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| 220 | /** Removes an Animation from this skeleton. */
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| 221 | virtual void removeAnimation(const String& name);
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| 222 |
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| 223 | /** Changes the state of the skeleton to reflect the application of the passed in collection of animations.
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| 224 | @remarks
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| 225 | Animating a skeleton involves both interpolating between keyframes of a specific animation,
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| 226 | and blending between the animations themselves. Calling this method sets the state of
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| 227 | the skeleton so that it reflects the combination of all the passed in animations, at the
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| 228 | time index specified for each, using the weights specified. Note that the weights between
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| 229 | animations do not have to sum to 1.0, because some animations may affect only subsets
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| 230 | of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the
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| 231 | movement will just be exaggerated.
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| 232 | @param
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| 233 | */
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| 234 | virtual void setAnimationState(const AnimationStateSet& animSet);
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| 235 |
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| 236 |
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| 237 | /** Initialise an animation set suitable for use with this skeleton.
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| 238 | @remarks
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| 239 | Only recommended for use inside the engine, not by applications.
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| 240 | */
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| 241 | virtual void _initAnimationState(AnimationStateSet* animSet);
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| 242 |
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| 243 | /** Refresh an animation set suitable for use with this skeleton.
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| 244 | @remarks
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| 245 | Only recommended for use inside the engine, not by applications.
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| 246 | */
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| 247 | virtual void _refreshAnimationState(AnimationStateSet* animSet);
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| 248 |
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| 249 | /** Populates the passed in array with the bone matrices based on the current position.
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| 250 | @remarks
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| 251 | Internal use only. The array pointed to by the passed in pointer must
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| 252 | be at least as large as the number of bones.
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| 253 | Assumes animation has already been updated.
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| 254 | */
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| 255 | virtual void _getBoneMatrices(Matrix4* pMatrices);
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| 256 |
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| 257 | /** Gets the number of animations on this skeleton. */
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| 258 | virtual unsigned short getNumAnimations(void) const;
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| 259 |
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| 260 | /** Gets a single animation by index.
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| 261 | @remarks
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| 262 | Will NOT pick up animations in linked skeletons
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| 263 | (@see addLinkedSkeletonAnimationSource).
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| 264 | */
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| 265 | virtual Animation* getAnimation(unsigned short index) const;
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| 266 |
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| 267 |
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| 268 | /** Gets the animation blending mode which this skeleton will use. */
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| 269 | virtual SkeletonAnimationBlendMode getBlendMode() const;
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| 270 | /** Sets the animation blending mode this skeleton will use. */
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| 271 | virtual void setBlendMode(SkeletonAnimationBlendMode state);
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| 272 |
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| 273 | /// Updates all the derived transforms in the skeleton
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| 274 | virtual void _updateTransforms(void);
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| 275 |
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| 276 | /** Optimise all of this skeleton's animations.
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| 277 | @see Animation::optimise
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| 278 | */
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| 279 | virtual void optimiseAllAnimations(void);
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| 280 |
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| 281 | /** Allows you to use the animations from another Skeleton object to animate
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| 282 | this skeleton.
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| 283 | @remarks
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| 284 | If you have skeletons of identical structure (that means identically
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| 285 | named bones with identical handles, and with the same hierarchy), but
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| 286 | slightly different proportions or binding poses, you can re-use animations
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| 287 | from one in the other. Because animations are actually stored as
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| 288 | changes to bones from their bind positions, it's possible to use the
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| 289 | same animation data for different skeletons, provided the skeletal
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| 290 | structure matches and the 'deltas' stored in the keyframes apply
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| 291 | equally well to the other skeletons bind position (so they must be
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| 292 | roughly similar, but don't have to be identical). You can use the
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| 293 | 'scale' option to adjust the translation and scale keyframes where
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| 294 | there are large differences in size between the skeletons.
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| 295 | @note
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| 296 | This method takes a skeleton name, rather than a more specific
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| 297 | animation name, for two reasons; firstly it allows some validation
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| 298 | of compatibility of skeletal structure, and secondly skeletons are
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| 299 | the unit of loading. Linking a skeleton to another in this way means
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| 300 | that the linkee will be prevented from being destroyed until the
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| 301 | linker is destroyed.
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| 302 |
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| 303 | You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's
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| 304 | animations, and SkeletonB uses SkeletonA's animations. This is because
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| 305 | it would set up a circular dependency which would prevent proper
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| 306 | unloading - make one of the skeletons the 'master' in this case.
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| 307 | @param skelName Name of the skeleton to link animations from. This
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| 308 | skeleton will be loaded immediately if this skeleton is already
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| 309 | loaded, otherwise it will be loaded when this skeleton is.
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| 310 | @param scale A scale factor to apply to translation and scaling elements
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| 311 | of the keyframes in the other skeleton when applying the animations
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| 312 | to this one. Compensates for skeleton size differences.
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| 313 | */
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| 314 | virtual void addLinkedSkeletonAnimationSource(const String& skelName,
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| 315 | Real scale = 1.0f);
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| 316 | /// Remove all links to other skeletons for the purposes of sharing animation
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| 317 | virtual void removeAllLinkedSkeletonAnimationSources(void);
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| 318 |
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| 319 | typedef std::vector<LinkedSkeletonAnimationSource>
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| 320 | LinkedSkeletonAnimSourceList;
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| 321 | typedef ConstVectorIterator<LinkedSkeletonAnimSourceList>
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| 322 | LinkedSkeletonAnimSourceIterator;
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| 323 | /// Get an iterator over the linked skeletons used as animation sources
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| 324 | virtual LinkedSkeletonAnimSourceIterator
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| 325 | getLinkedSkeletonAnimationSourceIterator(void) const;
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| 326 |
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| 327 | /// Internal method for marking the manual bones as dirty
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| 328 | virtual void _notifyManualBonesDirty(void);
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| 329 | /// Internal method for notifying that a bone is manual
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| 330 | virtual void _notifyManualBoneStateChange(Bone* bone);
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| 331 |
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| 332 | /// Have manual bones been modified since the skeleton was last updated?
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| 333 | virtual bool getManualBonesDirty(void) const { return mManualBonesDirty; }
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| 334 | /// Are there any manually controlled bones?
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| 335 | virtual bool hasManualBones(void) const { return !mManualBones.empty(); }
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| 336 |
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| 337 | protected:
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| 338 | SkeletonAnimationBlendMode mBlendState;
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| 339 | /// Storage of bones, indexed by bone handle
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| 340 | BoneList mBoneList;
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| 341 | /// Lookup by bone name
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| 342 | typedef std::map<String, Bone*> BoneListByName;
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| 343 | BoneListByName mBoneListByName;
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| 344 |
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| 345 |
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| 346 | /// Pointer to root bones (can now have multiple roots)
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| 347 | mutable BoneList mRootBones;
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| 348 | /// Bone automatic handles
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| 349 | unsigned short mNextAutoHandle;
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| 350 | typedef std::set<Bone*> BoneSet;
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| 351 | /// Manual bones
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| 352 | BoneSet mManualBones;
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| 353 | /// Manual bones dirty?
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| 354 | bool mManualBonesDirty;
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| 355 |
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| 356 |
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| 357 | /// Storage of animations, lookup by name
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| 358 | typedef std::map<String, Animation*> AnimationList;
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| 359 | AnimationList mAnimationsList;
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| 360 |
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| 361 | /// List of references to other skeletons to use animations from
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| 362 | mutable LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList;
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| 363 |
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| 364 | /** Internal method which parses the bones to derive the root bone.
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| 365 | @remarks
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| 366 | Must be const because called in getRootBone but mRootBone is mutable
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| 367 | since lazy-updated.
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| 368 | */
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| 369 | void deriveRootBone(void) const;
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| 370 |
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| 371 | /// Debugging method
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| 372 | void _dumpContents(const String& filename);
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| 373 |
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| 374 | /** @copydoc Resource::loadImpl
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| 375 | */
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| 376 | void loadImpl(void);
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| 377 |
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| 378 | /** @copydoc Resource::unloadImpl
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| 379 | */
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| 380 | void unloadImpl(void);
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| 381 | /// @copydoc Resource::calculateSize
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| 382 | size_t calculateSize(void) const { return 0; } // TODO
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| 383 |
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| 384 | };
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| 385 |
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| 386 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to SkeletonPtr
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| 387 | @note Has to be a subclass since we need operator=.
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| 388 | We could templatise this instead of repeating per Resource subclass,
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| 389 | except to do so requires a form VC6 does not support i.e.
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| 390 | ResourceSubclassPtr<T> : public SharedPtr<T>
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| 391 | */
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| 392 | class _OgreExport SkeletonPtr : public SharedPtr<Skeleton>
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| 393 | {
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| 394 | public:
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| 395 | SkeletonPtr() : SharedPtr<Skeleton>() {}
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| 396 | explicit SkeletonPtr(Skeleton* rep) : SharedPtr<Skeleton>(rep) {}
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| 397 | SkeletonPtr(const SkeletonPtr& r) : SharedPtr<Skeleton>(r) {}
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| 398 | SkeletonPtr(const ResourcePtr& r) : SharedPtr<Skeleton>()
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| 399 | {
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| 400 | // lock & copy other mutex pointer
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| 401 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
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| 402 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
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| 403 | pRep = static_cast<Skeleton*>(r.getPointer());
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| 404 | pUseCount = r.useCountPointer();
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| 405 | if (pUseCount)
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| 406 | {
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| 407 | ++(*pUseCount);
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| 408 | }
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| 409 | }
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| 410 |
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| 411 | /// Operator used to convert a ResourcePtr to a SkeletonPtr
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| 412 | SkeletonPtr& operator=(const ResourcePtr& r)
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| 413 | {
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| 414 | if (pRep == static_cast<Skeleton*>(r.getPointer()))
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| 415 | return *this;
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| 416 | release();
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| 417 | // lock & copy other mutex pointer
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| 418 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
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| 419 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
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| 420 | pRep = static_cast<Skeleton*>(r.getPointer());
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| 421 | pUseCount = r.useCountPointer();
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| 422 | if (pUseCount)
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| 423 | {
|
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| 424 | ++(*pUseCount);
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| 425 | }
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| 426 | return *this;
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| 427 | }
|
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| 428 | };
|
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| 429 |
|
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| 430 | /// Link to another skeleton to share animations
|
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| 431 | struct LinkedSkeletonAnimationSource
|
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| 432 | {
|
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| 433 | String skeletonName;
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| 434 | SkeletonPtr pSkeleton;
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| 435 | Real scale;
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| 436 | LinkedSkeletonAnimationSource(const String& skelName, Real scl)
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| 437 | : skeletonName(skelName), scale(scl) {}
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| 438 | LinkedSkeletonAnimationSource(const String& skelName, Real scl,
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| 439 | SkeletonPtr skelPtr)
|
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| 440 | : skeletonName(skelName), pSkeleton(skelPtr), scale(scl) {}
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| 441 | };
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| 442 | }
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| 443 |
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| 444 |
|
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| 445 | #endif
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| 446 |
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