[657] | 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 __SkeletonInstance_H__
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| 27 | #define __SkeletonInstance_H__
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreSkeleton.h"
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| 31 |
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| 32 | namespace Ogre {
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| 33 |
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| 34 | /** A SkeletonInstance is a single instance of a Skeleton used by a world object.
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| 35 | @remarks
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| 36 | The difference between a Skeleton and a SkeletonInstance is that the
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| 37 | Skeleton is the 'master' version much like Mesh is a 'master' version of
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| 38 | Entity. Many SkeletonInstance objects can be based on a single Skeleton,
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| 39 | and are copies of it when created. Any changes made to this are not
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| 40 | reflected in the master copy. The exception is animations; these are
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| 41 | shared on the Skeleton itself and may not be modified here.
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| 42 | */
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| 43 | class _OgreExport SkeletonInstance : public Skeleton
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| 44 | {
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| 45 | public:
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| 46 | /** Constructor, don't call directly, this will be created automatically
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| 47 | when you create an Entity based on a skeletally animated Mesh.
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| 48 | */
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| 49 | SkeletonInstance(const SkeletonPtr& masterCopy);
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| 50 | ~SkeletonInstance();
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| 51 |
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| 52 | /** Gets the number of animations on this skeleton. */
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| 53 | unsigned short getNumAnimations(void) const;
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| 54 |
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| 55 | /** Gets a single animation by index. */
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| 56 | Animation* getAnimation(unsigned short index) const;
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| 57 |
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| 58 | /** Creates a new Animation object for animating this skeleton.
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| 59 | @remarks
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| 60 | This method updates the reference skeleton, not just this instance!
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| 61 | @param name The name of this animation
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| 62 | @param length The length of the animation in seconds
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| 63 | */
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| 64 | Animation* createAnimation(const String& name, Real length);
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| 65 |
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| 66 | /** Returns the named Animation object. */
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| 67 | Animation* getAnimation(const String& name,
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| 68 | const LinkedSkeletonAnimationSource** linker = 0) const;
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| 69 |
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| 70 | /** Removes an Animation from this skeleton.
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| 71 | @remarks
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| 72 | This method updates the reference skeleton, not just this instance!
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| 73 | */
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| 74 | void removeAnimation(const String& name);
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| 75 |
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| 76 |
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| 77 | /** Creates a TagPoint ready to be attached to a bone */
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| 78 | TagPoint* createTagPointOnBone(Bone* bone,
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| 79 | const Quaternion &offsetOrientation = Quaternion::IDENTITY,
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| 80 | const Vector3 &offsetPosition = Vector3::UNIT_SCALE);
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| 81 |
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| 82 | /** Frees a TagPoint that already attached to a bone */
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| 83 | void freeTagPoint(TagPoint* tagPoint);
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| 84 |
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| 85 | /// @copydoc Skeleton::addLinkedSkeletonAnimationSource
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| 86 | void addLinkedSkeletonAnimationSource(const String& skelName,
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| 87 | Real scale = 1.0f);
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| 88 | /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources
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| 89 | void removeAllLinkedSkeletonAnimationSources(void);
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| 90 | /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator
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| 91 | LinkedSkeletonAnimSourceIterator
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| 92 | getLinkedSkeletonAnimationSourceIterator(void) const;
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| 93 |
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| 94 | /// @copydoc Skeleton::_initAnimationState
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| 95 | void _initAnimationState(AnimationStateSet* animSet);
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| 96 |
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| 97 | /// @copydoc Skeleton::_refreshAnimationState
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| 98 | void _refreshAnimationState(AnimationStateSet* animSet);
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| 99 | protected:
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| 100 | /// Pointer back to master Skeleton
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| 101 | SkeletonPtr mSkeleton;
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| 102 |
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| 103 | typedef std::list<TagPoint*> ActiveTagPointList;
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| 104 | typedef std::deque<TagPoint*> FreeTagPointQueue;
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| 105 |
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| 106 | /** Active tag point list.
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| 107 | @remarks
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| 108 | This is a linked list of pointers to actived tag point
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| 109 | @par
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| 110 | This allows very fast instertions and deletions from anywhere in the list to activate / deactivate
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| 111 | tag points (required for weapon / equip systems etc) as well as resuse of TagPoint instances
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| 112 | without construction & destruction which avoids memory thrashing.
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| 113 | */
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| 114 | ActiveTagPointList mActiveTagPoints;
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| 115 |
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| 116 | /** Free tag point queue.
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| 117 | @remarks
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| 118 | This contains a list of the tag points free for use as new instances
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| 119 | as required by the set. When a TagPoint instances are deactived, there will are referenced on this
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| 120 | deque. As they get used this deque reduces, as they get released back to to the set they get added
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| 121 | back to the deque.
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| 122 | */
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| 123 | FreeTagPointQueue mFreeTagPoints;
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| 124 |
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| 125 | /// TagPoint automatic handles
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| 126 | unsigned short mNextTagPointAutoHandle;
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| 127 |
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| 128 | void cloneBoneAndChildren(Bone* source, Bone* parent);
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| 129 | /** Overridden from Skeleton
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| 130 | */
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| 131 | void loadImpl(void);
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| 132 | /** Overridden from Skeleton
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| 133 | */
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| 134 | void unloadImpl(void);
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| 135 |
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| 136 | };
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| 137 |
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| 138 | }
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| 139 |
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| 140 |
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| 141 | #endif
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| 142 |
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