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 | #include "OgreStableHeaders.h"
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26 |
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27 | #include "OgreBone.h"
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28 | #include "OgreSkeleton.h"
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29 | #include "OgreTagPoint.h"
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30 |
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31 | namespace Ogre {
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32 |
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33 | //---------------------------------------------------------------------
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34 | Bone::Bone(unsigned short handle, Skeleton* creator)
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35 | : Node(), mHandle(handle), mManuallyControlled(false), mCreator(creator)
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36 | {
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37 | }
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38 | //---------------------------------------------------------------------
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39 | Bone::Bone(const String& name, unsigned short handle, Skeleton* creator)
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40 | : Node(name), mHandle(handle), mManuallyControlled(false), mCreator(creator)
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41 | {
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42 | }
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43 | //---------------------------------------------------------------------
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44 | Bone::~Bone()
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45 | {
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46 | }
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47 | //---------------------------------------------------------------------
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48 | Bone* Bone::createChild(unsigned short handle, const Vector3& translate,
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49 | const Quaternion& rotate)
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50 | {
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51 | Bone* retBone = mCreator->createBone(handle);
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52 | retBone->translate(translate);
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53 | retBone->rotate(rotate);
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54 | this->addChild(retBone);
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55 | return retBone;
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56 | }
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57 | //---------------------------------------------------------------------
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58 | Node* Bone::createChildImpl(void)
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59 | {
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60 | return mCreator->createBone();
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61 | }
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62 | //---------------------------------------------------------------------
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63 | Node* Bone::createChildImpl(const String& name)
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64 | {
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65 | return mCreator->createBone(name);
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66 | }
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67 | //---------------------------------------------------------------------
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68 | void Bone::setBindingPose(void)
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69 | {
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70 | setInitialState();
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71 |
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72 | // Save inverse derived, used for mesh transform later (assumes _update() has been called by Skeleton)
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73 | mBindDerivedInverseTransform.makeInverseTransform(
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74 | _getDerivedPosition(),
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75 | _getDerivedScale(),
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76 | _getDerivedOrientation());
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77 | }
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78 | //---------------------------------------------------------------------
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79 | void Bone::reset(void)
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80 | {
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81 | resetToInitialState();
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82 | }
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83 | //---------------------------------------------------------------------
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84 | void Bone::setManuallyControlled(bool manuallyControlled)
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85 | {
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86 | mManuallyControlled = manuallyControlled;
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87 | mCreator->_notifyManualBoneStateChange(this);
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88 | }
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89 | //---------------------------------------------------------------------
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90 | bool Bone::isManuallyControlled() const {
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91 | return mManuallyControlled;
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92 | }
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93 | //---------------------------------------------------------------------
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94 | const Matrix4& Bone::_getBindingPoseInverseTransform(void) const
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95 | {
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96 | return mBindDerivedInverseTransform;
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97 | }
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98 | //---------------------------------------------------------------------
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99 | unsigned short Bone::getHandle(void) const
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100 | {
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101 | return mHandle;
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102 | }
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103 | //---------------------------------------------------------------------
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104 | void Bone::needUpdate(bool forceParentUpdate)
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105 | {
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106 | Node::needUpdate(forceParentUpdate);
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107 |
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108 | if (isManuallyControlled())
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109 | {
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110 | // Dirty the skeleton if manually controlled so animation can be updated
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111 | mCreator->_notifyManualBonesDirty();
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112 | }
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113 |
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114 | }
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115 |
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116 |
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117 |
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118 |
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119 |
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120 | }
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121 |
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