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Ogre::SkeletonInstance Class Reference

A SkeletonInstance is a single instance of a Skeleton used by a world object. More...

#include <OgreSkeletonInstance.h>

Inheritance diagram for Ogre::SkeletonInstance:

Ogre::Skeleton Ogre::Resource Ogre::StringInterface List of all members.

Public Types

typedef std::vector< Bone * > BoneList
typedef VectorIterator< BoneListBoneIterator
typedef std::vector< LinkedSkeletonAnimationSourceLinkedSkeletonAnimSourceList
typedef ConstVectorIterator<
LinkedSkeletonAnimSourceList
LinkedSkeletonAnimSourceIterator

Public Member Functions

 SkeletonInstance (const SkeletonPtr &masterCopy)
 Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh.

 ~SkeletonInstance ()
unsigned short getNumAnimations (void) const
 Gets the number of animations on this skeleton.

AnimationgetAnimation (unsigned short index) const
 Gets a single animation by index.

AnimationcreateAnimation (const String &name, Real length)
 Creates a new Animation object for animating this skeleton.

AnimationgetAnimation (const String &name, const LinkedSkeletonAnimationSource **linker=0) const
 Returns the named Animation object.

void removeAnimation (const String &name)
 Removes an Animation from this skeleton.

TagPointcreateTagPointOnBone (Bone *bone, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::UNIT_SCALE)
 Creates a TagPoint ready to be attached to a bone.

void freeTagPoint (TagPoint *tagPoint)
 Frees a TagPoint that already attached to a bone.

void addLinkedSkeletonAnimationSource (const String &skelName, Real scale=1.0f)
 
Remarks:
If you have skeletons of identical structure (that means identically named bones with identical handles, and with the same hierarchy), but slightly different proportions or binding poses, you can re-use animations from one in the other. Because animations are actually stored as changes to bones from their bind positions, it's possible to use the same animation data for different skeletons, provided the skeletal structure matches and the 'deltas' stored in the keyframes apply equally well to the other skeletons bind position (so they must be roughly similar, but don't have to be identical). You can use the 'scale' option to adjust the translation and scale keyframes where there are large differences in size between the skeletons.
Note:
This method takes a skeleton name, rather than a more specific animation name, for two reasons; firstly it allows some validation of compatibility of skeletal structure, and secondly skeletons are the unit of loading. Linking a skeleton to another in this way means that the linkee will be prevented from being destroyed until the linker is destroyed.
You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's animations, and SkeletonB uses SkeletonA's animations. This is because it would set up a circular dependency which would prevent proper unloading - make one of the skeletons the 'master' in this case.
Parameters:
skelName Name of the skeleton to link animations from. This skeleton will be loaded immediately if this skeleton is already loaded, otherwise it will be loaded when this skeleton is.
scale A scale factor to apply to translation and scaling elements of the keyframes in the other skeleton when applying the animations to this one. Compensates for skeleton size differences.


void removeAllLinkedSkeletonAnimationSources (void)
 

LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator (void) const
 

void _initAnimationState (AnimationStateSet *animSet)
 
Remarks:
Only recommended for use inside the engine, not by applications.


void _refreshAnimationState (AnimationStateSet *animSet)
 
Remarks:
Only recommended for use inside the engine, not by applications.


virtual BonecreateBone (void)
 Creates a brand new Bone owned by this Skeleton.

virtual BonecreateBone (unsigned short handle)
 Creates a brand new Bone owned by this Skeleton.

virtual BonecreateBone (const String &name)
 Creates a brand new Bone owned by this Skeleton.

virtual BonecreateBone (const String &name, unsigned short handle)
 Creates a brand new Bone owned by this Skeleton.

virtual unsigned short getNumBones (void) const
 Returns the number of bones in this skeleton.

virtual BonegetRootBone (void) const
 Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator.

virtual BoneIterator getRootBoneIterator (void)
 Get an iterator over the root bones in the skeleton, ie those with no parents.

virtual BoneIterator getBoneIterator (void)
 Get an iterator over all the bones in the skeleton.

virtual BonegetBone (unsigned short handle) const
 Gets a bone by it's handle.

virtual BonegetBone (const String &name) const
 Gets a bone by it's name.

virtual void setBindingPose (void)
 Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.

virtual void reset (bool resetManualBones=false)
 Resets the position and orientation of all bones in this skeleton to their original binding position.

virtual void setAnimationState (const AnimationStateSet &animSet)
 Changes the state of the skeleton to reflect the application of the passed in collection of animations.

virtual const AnimationStateSetgetAnimationState (void) const
 Gets the last animation state of this skeleton.

virtual void _getBoneMatrices (Matrix4 *pMatrices)
 Populates the passed in array with the bone matrices based on the current position.

virtual SkeletonAnimationBlendMode getBlendMode ()
 Gets the animation blending mode which this skeleton will use.

virtual void setBlendMode (SkeletonAnimationBlendMode state)
 Sets the animation blending mode this skeleton will use.

virtual void _updateTransforms (void)
 Updates all the derived transforms in the skeleton.

virtual void optimiseAllAnimations (void)
 Optimise all of this skeleton's animations.

virtual void load (void)
 Loads the resource, if it is not already.

virtual void reload (void)
 Reloads the resource, if it is already loaded.

bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise.

bool isManuallyLoaded (void) const
 Is this resource manually loaded?

virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required.

size_t getSize (void) const
 Retrieves info about the size of the resource.

virtual void touch (void)
 'Touches' the resource to indicate it has been used.

const StringgetName (void) const
 Gets resource name.

ResourceHandle getHandle (void) const
bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise.

const StringgetGroup (void)
 Gets the group which this resource is a member of.

ResourceManagergetCreator (void)
 Gets the manager which created this resource.

const StringgetOrigin (void) const
 Get the origin of this resource, e.g.

void _notifyOrigin (const String &origin)
 Notify this resource of it's origin.

ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class.

const ParamDictionarygetParamDictionary (void) const
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object.

virtual bool setParameter (const String &name, const String &value)
 Generic parameter setting method.

virtual void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method.

virtual String getParameter (const String &name) const
 Generic parameter retrieval method.

virtual void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object.


Static Public Member Functions

void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.


Protected Types

typedef std::list< TagPoint * > ActiveTagPointList
typedef std::deque< TagPoint * > FreeTagPointQueue
typedef std::map< String,
Bone * > 
BoneListByName
 Lookup by bone name.

typedef std::map< String,
Animation * > 
AnimationList
 Storage of animations, lookup by name.


Protected Member Functions

void cloneBoneAndChildren (Bone *source, Bone *parent)
void loadImpl (void)
 Overridden from Skeleton.

void unloadImpl (void)
 Overridden from Skeleton.

void deriveRootBone (void) const
 Internal method which parses the bones to derive the root bone.

void _dumpContents (const String &filename)
 Debugging method.

size_t calculateSize (void) const
 

bool createParamDictionary (const String &className)
 Internal method for creating a parameter dictionary for the class, if it does not already exist.


Protected Attributes

SkeletonPtr mSkeleton
 Pointer back to master Skeleton.

ActiveTagPointList mActiveTagPoints
 Active tag point list.

FreeTagPointQueue mFreeTagPoints
 Free tag point queue.

unsigned short mNextTagPointAutoHandle
 TagPoint automatic handles.

SkeletonAnimationBlendMode mBlendState
BoneList mBoneList
 Storage of bones, indexed by bone handle.

BoneListByName mBoneListByName
BoneList mRootBones
 Pointer to root bones (can now have multiple roots).

unsigned short mNextAutoHandle
 Bone automatic handles.

AnimationList mAnimationsList
AnimationStateSet mLastAnimationState
 Saved version of last animation.

LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList
 List of references to other skeletons to use animations from.

ResourceManagermCreator
 Creator.

String mName
 Unique name of the resource.

String mGroup
 The name of the resource group.

ResourceHandle mHandle
 Numeric handle for more efficient look up than name.

bool mIsLoaded
 Is the resource currently loaded?

size_t mSize
 The size of the resource in bytes.

bool mIsManual
 Is this file manually loaded?

String mOrigin
 Origin of this resource (e.g. script name) - optional.

ManualResourceLoadermLoader
 Optional manual loader; if provided, data is loaded from here instead of a file.

String mParamDictName
 Class name for this instance to be used as a lookup (must be initialised by subclasses).


Static Protected Attributes

ParamDictionaryMap msDictionary
 Dictionary of parameters.


Detailed Description

A SkeletonInstance is a single instance of a Skeleton used by a world object.

Remarks:
The difference between a Skeleton and a SkeletonInstance is that the Skeleton is the 'master' version much like Mesh is a 'master' version of Entity. Many SkeletonInstance objects can be based on a single Skeleton, and are copies of it when created. Any changes made to this are not reflected in the master copy. The exception is animations; these are shared on the Skeleton itself and may not be modified here.

Definition at line 43 of file OgreSkeletonInstance.h.


Member Typedef Documentation

typedef std::list<TagPoint*> Ogre::SkeletonInstance::ActiveTagPointList [protected]
 

Definition at line 103 of file OgreSkeletonInstance.h.

typedef std::map<String, Animation*> Ogre::Skeleton::AnimationList [protected, inherited]
 

Storage of animations, lookup by name.

Definition at line 338 of file OgreSkeleton.h.

typedef VectorIterator<BoneList> Ogre::Skeleton::BoneIterator [inherited]
 

Definition at line 167 of file OgreSkeleton.h.

typedef std::vector<Bone*> Ogre::Skeleton::BoneList [inherited]
 

Definition at line 166 of file OgreSkeleton.h.

typedef std::map<String, Bone*> Ogre::Skeleton::BoneListByName [protected, inherited]
 

Lookup by bone name.

Definition at line 327 of file OgreSkeleton.h.

typedef std::deque<TagPoint*> Ogre::SkeletonInstance::FreeTagPointQueue [protected]
 

Definition at line 104 of file OgreSkeletonInstance.h.

typedef ConstVectorIterator<LinkedSkeletonAnimSourceList> Ogre::Skeleton::LinkedSkeletonAnimSourceIterator [inherited]
 

Definition at line 317 of file OgreSkeleton.h.

typedef std::vector<LinkedSkeletonAnimationSource> Ogre::Skeleton::LinkedSkeletonAnimSourceList [inherited]
 

Definition at line 315 of file OgreSkeleton.h.


Constructor & Destructor Documentation

Ogre::SkeletonInstance::SkeletonInstance const SkeletonPtr masterCopy  ) 
 

Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh.

Ogre::SkeletonInstance::~SkeletonInstance  ) 
 


Member Function Documentation

void Ogre::Skeleton::_dumpContents const String filename  )  [protected, inherited]
 

Debugging method.

virtual void Ogre::Skeleton::_getBoneMatrices Matrix4 pMatrices  )  [virtual, inherited]
 

Populates the passed in array with the bone matrices based on the current position.

Remarks:
Internal use only. The array pointed to by the passed in pointer must be at least as large as the number of bones. Assumes animation has already been updated.

void Ogre::SkeletonInstance::_initAnimationState AnimationStateSet animSet  )  [virtual]
 

Remarks:
Only recommended for use inside the engine, not by applications.

Reimplemented from Ogre::Skeleton.

void Ogre::Resource::_notifyOrigin const String origin  )  [inherited]
 

Notify this resource of it's origin.

Definition at line 214 of file OgreResource.h.

References Ogre::String.

void Ogre::SkeletonInstance::_refreshAnimationState AnimationStateSet animSet  )  [virtual]
 

Remarks:
Only recommended for use inside the engine, not by applications.

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Skeleton::_updateTransforms void   )  [virtual, inherited]
 

Updates all the derived transforms in the skeleton.

void Ogre::SkeletonInstance::addLinkedSkeletonAnimationSource const String skelName,
Real  scale = 1.0f
[virtual]
 

Remarks:
If you have skeletons of identical structure (that means identically named bones with identical handles, and with the same hierarchy), but slightly different proportions or binding poses, you can re-use animations from one in the other. Because animations are actually stored as changes to bones from their bind positions, it's possible to use the same animation data for different skeletons, provided the skeletal structure matches and the 'deltas' stored in the keyframes apply equally well to the other skeletons bind position (so they must be roughly similar, but don't have to be identical). You can use the 'scale' option to adjust the translation and scale keyframes where there are large differences in size between the skeletons.
Note:
This method takes a skeleton name, rather than a more specific animation name, for two reasons; firstly it allows some validation of compatibility of skeletal structure, and secondly skeletons are the unit of loading. Linking a skeleton to another in this way means that the linkee will be prevented from being destroyed until the linker is destroyed.
You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's animations, and SkeletonB uses SkeletonA's animations. This is because it would set up a circular dependency which would prevent proper unloading - make one of the skeletons the 'master' in this case.
Parameters:
skelName Name of the skeleton to link animations from. This skeleton will be loaded immediately if this skeleton is already loaded, otherwise it will be loaded when this skeleton is.
scale A scale factor to apply to translation and scaling elements of the keyframes in the other skeleton when applying the animations to this one. Compensates for skeleton size differences.

Reimplemented from Ogre::Skeleton.

size_t Ogre::Skeleton::calculateSize void   )  const [protected, virtual, inherited]
 

Implements Ogre::Resource.

Definition at line 365 of file OgreSkeleton.h.

void Ogre::StringInterface::cleanupDictionary  )  [static, inherited]
 

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

void Ogre::SkeletonInstance::cloneBoneAndChildren Bone source,
Bone parent
[protected]
 

virtual void Ogre::StringInterface::copyParametersTo StringInterface dest  )  const [virtual, inherited]
 

Method for copying this object's parameters to another object.

Remarks:
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters:
dest Pointer to object to have it's parameters set the same as this object.

Definition at line 296 of file OgreStringInterface.h.

References Ogre::ParamDictionary::mParamDefs, and Ogre::StringInterface::setParameter().

Animation* Ogre::SkeletonInstance::createAnimation const String name,
Real  length
[virtual]
 

Creates a new Animation object for animating this skeleton.

Remarks:
This method updates the reference skeleton, not just this instance!
Parameters:
name The name of this animation
length The length of the animation in seconds

Reimplemented from Ogre::Skeleton.

virtual Bone* Ogre::Skeleton::createBone const String name,
unsigned short  handle
[virtual, inherited]
 

Creates a brand new Bone owned by this Skeleton.

Remarks:
This method creates an unattached new Bone for this skeleton and assigns it a specific name and handle. Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created the root bone.
Parameters:
name The name to give to this new bone - must be unique within this skeleton.
handle The handle to give to this new bone - must be unique within this skeleton.

virtual Bone* Ogre::Skeleton::createBone const String name  )  [virtual, inherited]
 

Creates a brand new Bone owned by this Skeleton.

Remarks:
This method creates an unattached new Bone for this skeleton and assigns it a specific name.Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created the root bone.
Parameters:
name The name to give to this new bone - must be unique within this skeleton. Note that the way OGRE looks up bones is via a numeric handle, so if you name a Bone this way it will be given an automatic sequential handle. The name is just for your convenience, although it is recommended that you only use the handle to retrieve the bone in performance-critical code.

virtual Bone* Ogre::Skeleton::createBone unsigned short  handle  )  [virtual, inherited]
 

Creates a brand new Bone owned by this Skeleton.

Remarks:
This method creates an unattached new Bone for this skeleton and assigns it a specific handle. Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created a root bone.
Parameters:
handle The handle to give to this new bone - must be unique within this skeleton. You should also ensure that all bone handles are eventually contiguous (this is to simplify their compilation into an indexed array of transformation matrices). For this reason it is advised that you use the simpler createBone method which automatically assigns a sequential handle starting from 0.

virtual Bone* Ogre::Skeleton::createBone void   )  [virtual, inherited]
 

Creates a brand new Bone owned by this Skeleton.

Remarks:
This method creates an unattached new Bone for this skeleton. Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created the root bone.
Note that this method automatically generates a handle for the bone, which you can retrieve using Bone::getHandle. If you wish the new Bone to have a specific handle, use the alternate form of this method which takes a handle as a parameter, although you should note the restrictions.

bool Ogre::StringInterface::createParamDictionary const String className  )  [protected, inherited]
 

Internal method for creating a parameter dictionary for the class, if it does not already exist.

Remarks:
This method will check to see if a parameter dictionary exist for this class yet, and if not will create one. NB you must supply the name of the class (RTTI is not used or performance).
Parameters:
className the name of the class using the dictionary
Returns:
true if a new dictionary was created, false if it was already there

Definition at line 172 of file OgreStringInterface.h.

References Ogre::String.

TagPoint* Ogre::SkeletonInstance::createTagPointOnBone Bone bone,
const Quaternion offsetOrientation = Quaternion::IDENTITY,
const Vector3 offsetPosition = Vector3::UNIT_SCALE
 

Creates a TagPoint ready to be attached to a bone.

void Ogre::Skeleton::deriveRootBone void   )  const [protected, inherited]
 

Internal method which parses the bones to derive the root bone.

Remarks:
Must be const because called in getRootBone but mRootBone is mutable since lazy-updated.

void Ogre::SkeletonInstance::freeTagPoint TagPoint tagPoint  ) 
 

Frees a TagPoint that already attached to a bone.

Animation* Ogre::SkeletonInstance::getAnimation const String name,
const LinkedSkeletonAnimationSource **  linker = 0
const [virtual]
 

Returns the named Animation object.

Reimplemented from Ogre::Skeleton.

Animation* Ogre::SkeletonInstance::getAnimation unsigned short  index  )  const [virtual]
 

Gets a single animation by index.

Reimplemented from Ogre::Skeleton.

virtual const AnimationStateSet& Ogre::Skeleton::getAnimationState void   )  const [virtual, inherited]
 

Gets the last animation state of this skeleton.

virtual SkeletonAnimationBlendMode Ogre::Skeleton::getBlendMode  )  [virtual, inherited]
 

Gets the animation blending mode which this skeleton will use.

virtual Bone* Ogre::Skeleton::getBone const String name  )  const [virtual, inherited]
 

Gets a bone by it's name.

virtual Bone* Ogre::Skeleton::getBone unsigned short  handle  )  const [virtual, inherited]
 

Gets a bone by it's handle.

virtual BoneIterator Ogre::Skeleton::getBoneIterator void   )  [virtual, inherited]
 

Get an iterator over all the bones in the skeleton.

ResourceManager* Ogre::Resource::getCreator void   )  [inherited]
 

Gets the manager which created this resource.

Definition at line 205 of file OgreResource.h.

const String& Ogre::Resource::getGroup void   )  [inherited]
 

Gets the group which this resource is a member of.

Definition at line 202 of file OgreResource.h.

References Ogre::String.

ResourceHandle Ogre::Resource::getHandle void   )  const [inherited]
 

Definition at line 188 of file OgreResource.h.

References Ogre::ResourceHandle.

LinkedSkeletonAnimSourceIterator Ogre::SkeletonInstance::getLinkedSkeletonAnimationSourceIterator void   )  const [virtual]
 

Reimplemented from Ogre::Skeleton.

const String& Ogre::Resource::getName void   )  const [inherited]
 

Gets resource name.

Definition at line 183 of file OgreResource.h.

References Ogre::String.

unsigned short Ogre::SkeletonInstance::getNumAnimations void   )  const [virtual]
 

Gets the number of animations on this skeleton.

Reimplemented from Ogre::Skeleton.

virtual unsigned short Ogre::Skeleton::getNumBones void   )  const [virtual, inherited]
 

Returns the number of bones in this skeleton.

const String& Ogre::Resource::getOrigin void   )  const [inherited]
 

Get the origin of this resource, e.g.

a script file name.

Remarks:
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

Definition at line 212 of file OgreResource.h.

References Ogre::String.

const ParamDictionary* Ogre::StringInterface::getParamDictionary void   )  const [inherited]
 

Definition at line 209 of file OgreStringInterface.h.

ParamDictionary* Ogre::StringInterface::getParamDictionary void   )  [inherited]
 

Retrieves the parameter dictionary for this class.

Remarks:
Only valid to call this after createParamDictionary.
Returns:
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

Definition at line 196 of file OgreStringInterface.h.

virtual String Ogre::StringInterface::getParameter const String name  )  const [virtual, inherited]
 

Generic parameter retrieval method.

Remarks:
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters:
name The name of the parameter to get
Returns:
String value of parameter, blank if not found

Definition at line 265 of file OgreStringInterface.h.

References Ogre::ParamCommand::doGet(), Ogre::ParamDictionary::getParamCommand(), and Ogre::String.

const ParameterList& Ogre::StringInterface::getParameters void   )  const [inherited]
 

Retrieves a list of parameters valid for this object.

Returns:
A reference to a static list of ParameterDef objects.

virtual Bone* Ogre::Skeleton::getRootBone void   )  const [virtual, inherited]
 

Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator.

Remarks:
The system derives the root bone the first time you ask for it. The root bone is the only bone in the skeleton which has no parent. The system locates it by taking the first bone in the list and going up the bone tree until there are no more parents, and saves this top bone as the root. If you are building the skeleton manually using createBone then you must ensure there is only one bone which is not a child of another bone, otherwise your skeleton will not work properly. If you use createBone only once, and then use Bone::createChild from then on, then inherently the first bone you create will by default be the root.

virtual BoneIterator Ogre::Skeleton::getRootBoneIterator void   )  [virtual, inherited]
 

Get an iterator over the root bones in the skeleton, ie those with no parents.

size_t Ogre::Resource::getSize void   )  const [inherited]
 

Retrieves info about the size of the resource.

Definition at line 172 of file OgreResource.h.

bool Ogre::Resource::isLoaded void   )  const [inherited]
 

Returns true if the Resource has been loaded, false otherwise.

Definition at line 195 of file OgreResource.h.

References OGRE_LOCK_AUTO_MUTEX.

bool Ogre::Resource::isManuallyLoaded void   )  const [inherited]
 

Is this resource manually loaded?

Definition at line 160 of file OgreResource.h.

bool Ogre::Resource::isReloadable void   )  const [inherited]
 

Returns true if the Resource is reloadable, false otherwise.

Definition at line 153 of file OgreResource.h.

virtual void Ogre::Resource::load void   )  [virtual, inherited]
 

Loads the resource, if it is not already.

Remarks:
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own

Reimplemented in Ogre::Mesh, and Ogre::GLSLGpuProgram.

void Ogre::SkeletonInstance::loadImpl void   )  [protected, virtual]
 

Overridden from Skeleton.

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Skeleton::optimiseAllAnimations void   )  [virtual, inherited]
 

Optimise all of this skeleton's animations.

See also:
Animation::optimise

virtual void Ogre::Resource::reload void   )  [virtual, inherited]
 

Reloads the resource, if it is already loaded.

Remarks:
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

void Ogre::SkeletonInstance::removeAllLinkedSkeletonAnimationSources void   )  [virtual]
 

Reimplemented from Ogre::Skeleton.

void Ogre::SkeletonInstance::removeAnimation const String name  )  [virtual]
 

Removes an Animation from this skeleton.

Remarks:
This method updates the reference skeleton, not just this instance!

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Skeleton::reset bool  resetManualBones = false  )  [virtual, inherited]
 

Resets the position and orientation of all bones in this skeleton to their original binding position.

Remarks:
A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this position during animation. This method returns all the bones to their original position and orientation.
Parameters:
resetManualBones If set to true, causes the state of manual bones to be reset too, which is normally not done to allow the manual state to persist even when keyframe animation is applied.

virtual void Ogre::Skeleton::setAnimationState const AnimationStateSet animSet  )  [virtual, inherited]
 

Changes the state of the skeleton to reflect the application of the passed in collection of animations.

Remarks:
Animating a skeleton involves both interpolating between keyframes of a specific animation, and blending between the animations themselves. Calling this method sets the state of the skeleton so that it reflects the combination of all the passed in animations, at the time index specified for each, using the weights specified. Note that the weights between animations do not have to sum to 1.0, because some animations may affect only subsets of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the movement will just be exaggerated.
Parameters:
 

virtual void Ogre::Skeleton::setBindingPose void   )  [virtual, inherited]
 

Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.

virtual void Ogre::Skeleton::setBlendMode SkeletonAnimationBlendMode  state  )  [virtual, inherited]
 

Sets the animation blending mode this skeleton will use.

virtual bool Ogre::StringInterface::setParameter const String name,
const String value
[virtual, inherited]
 

Generic parameter setting method.

Remarks:
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters:
name The name of the parameter to set
value String value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns:
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

virtual void Ogre::StringInterface::setParameterList const NameValuePairList paramList  )  [virtual, inherited]
 

Generic multiple parameter setting method.

Remarks:
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters:
paramList Name/value pair list

virtual void Ogre::Resource::touch void   )  [virtual, inherited]
 

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::Material.

virtual void Ogre::Resource::unload void   )  [virtual, inherited]
 

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::GLSLGpuProgram.

void Ogre::SkeletonInstance::unloadImpl void   )  [protected, virtual]
 

Overridden from Skeleton.

Reimplemented from Ogre::Skeleton.


Member Data Documentation

ActiveTagPointList Ogre::SkeletonInstance::mActiveTagPoints [protected]
 

Active tag point list.

Remarks:
This is a linked list of pointers to actived tag point
This allows very fast instertions and deletions from anywhere in the list to activate / deactivate tag points (required for weapon / equip systems etc) as well as resuse of TagPoint instances without construction & destruction which avoids memory thrashing.

Definition at line 114 of file OgreSkeletonInstance.h.

AnimationList Ogre::Skeleton::mAnimationsList [protected, inherited]
 

Definition at line 339 of file OgreSkeleton.h.

SkeletonAnimationBlendMode Ogre::Skeleton::mBlendState [protected, inherited]
 

Definition at line 323 of file OgreSkeleton.h.

BoneList Ogre::Skeleton::mBoneList [protected, inherited]
 

Storage of bones, indexed by bone handle.

Definition at line 325 of file OgreSkeleton.h.

BoneListByName Ogre::Skeleton::mBoneListByName [protected, inherited]
 

Definition at line 328 of file OgreSkeleton.h.

ResourceManager* Ogre::Resource::mCreator [protected, inherited]
 

Creator.

Definition at line 73 of file OgreResource.h.

FreeTagPointQueue Ogre::SkeletonInstance::mFreeTagPoints [protected]
 

Free tag point queue.

Remarks:
This contains a list of the tag points free for use as new instances as required by the set. When a TagPoint instances are deactived, there will are referenced on this deque. As they get used this deque reduces, as they get released back to to the set they get added back to the deque.

Definition at line 123 of file OgreSkeletonInstance.h.

String Ogre::Resource::mGroup [protected, inherited]
 

The name of the resource group.

Definition at line 77 of file OgreResource.h.

ResourceHandle Ogre::Resource::mHandle [protected, inherited]
 

Numeric handle for more efficient look up than name.

Definition at line 79 of file OgreResource.h.

bool Ogre::Resource::mIsLoaded [protected, inherited]
 

Is the resource currently loaded?

Definition at line 81 of file OgreResource.h.

bool Ogre::Resource::mIsManual [protected, inherited]
 

Is this file manually loaded?

Definition at line 85 of file OgreResource.h.

AnimationStateSet Ogre::Skeleton::mLastAnimationState [protected, inherited]
 

Saved version of last animation.

Definition at line 342 of file OgreSkeleton.h.

LinkedSkeletonAnimSourceList Ogre::Skeleton::mLinkedSkeletonAnimSourceList [mutable, protected, inherited]
 

List of references to other skeletons to use animations from.

Definition at line 345 of file OgreSkeleton.h.

ManualResourceLoader* Ogre::Resource::mLoader [protected, inherited]
 

Optional manual loader; if provided, data is loaded from here instead of a file.

Definition at line 89 of file OgreResource.h.

String Ogre::Resource::mName [protected, inherited]
 

Unique name of the resource.

Definition at line 75 of file OgreResource.h.

unsigned short Ogre::Skeleton::mNextAutoHandle [protected, inherited]
 

Bone automatic handles.

Definition at line 334 of file OgreSkeleton.h.

unsigned short Ogre::SkeletonInstance::mNextTagPointAutoHandle [protected]
 

TagPoint automatic handles.

Definition at line 126 of file OgreSkeletonInstance.h.

String Ogre::Resource::mOrigin [protected, inherited]
 

Origin of this resource (e.g. script name) - optional.

Definition at line 87 of file OgreResource.h.

String Ogre::StringInterface::mParamDictName [protected, inherited]
 

Class name for this instance to be used as a lookup (must be initialised by subclasses).

Definition at line 160 of file OgreStringInterface.h.

BoneList Ogre::Skeleton::mRootBones [mutable, protected, inherited]
 

Pointer to root bones (can now have multiple roots).

Definition at line 332 of file OgreSkeleton.h.

ParamDictionaryMap Ogre::StringInterface::msDictionary [static, protected, inherited]
 

Dictionary of parameters.

Definition at line 157 of file OgreStringInterface.h.

size_t Ogre::Resource::mSize [protected, inherited]
 

The size of the resource in bytes.

Definition at line 83 of file OgreResource.h.

SkeletonPtr Ogre::SkeletonInstance::mSkeleton [protected]
 

Pointer back to master Skeleton.

Definition at line 101 of file OgreSkeletonInstance.h.


The documentation for this class was generated from the following file:

Copyright © 2000-2005 by The OGRE Team
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Feb 12 13:03:48 2006