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source: downloads/OgreMain/include/OgreBone.h @ 5

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29
30#ifndef __Bone_H__
31#define __Bone_H__
32
33#include "OgrePrerequisites.h"
34#include "OgreNode.h"
35
36
37namespace Ogre
38{
39    /** A bone in a skeleton.
40    @remarks
41        See Skeleton for more information about the principles behind skeletal animation.
42        This class is a node in the joint hierarchy. Mesh vertices also have assignments
43        to bones to define how they move in relation to the skeleton.
44    */
45    class _OgreExport Bone : public Node
46    {
47    public:
48        /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */
49        Bone(unsigned short handle, Skeleton* creator);
50        /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */
51        Bone(const String& name, unsigned short handle, Skeleton* creator);
52        ~Bone();
53
54        /** Creates a new Bone as a child of this bone.
55        @remarks
56            This method creates a new bone which will inherit the transforms of this
57            bone, with the handle specified.
58            @param
59                handle The numeric handle to give the new bone; must be unique within the Skeleton.
60            @param
61                translate Initial translation offset of child relative to parent
62            @param
63                rotate Initial rotation relative to parent
64        */
65        Bone* createChild(unsigned short handle, 
66            const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);
67
68
69        /** Gets the numeric handle for this bone (unique within the skeleton). */
70        unsigned short getHandle(void) const;
71
72        /** Sets the current position / orientation to be the 'binding pose' ie the layout in which
73            bones were originally bound to a mesh.
74        */
75        void setBindingPose(void);
76
77        /** Resets the position and orientation of this Bone to the original binding position.
78        @remarks
79            Bones are bound to the mesh in a binding pose. They are then modified from this
80            position during animation. This method returns the bone to it's original position and
81            orientation.
82        */
83        void reset(void);
84
85        /** Sets whether or not this bone is manually controlled.
86        @remarks
87            Manually controlled bones can be altered by the application at runtime,
88            and their positions will not be reset by the animation routines. Note
89            that you should also make sure that there are no AnimationTrack objects
90            referencing this bone, or if there are, you should disable them using
91            pAnimation->destroyTrack(pBone->getHandle());
92        */
93        void setManuallyControlled(bool manuallyControlled);
94
95        /** Getter for mManuallyControlled Flag */
96        bool isManuallyControlled() const;
97
98       
99        /** Gets the transform which takes bone space to current from the binding pose.
100        @remarks
101            Internal use only.
102        */
103        void _getOffsetTransform(Matrix4& m) const;
104
105                /** Gets the inverted binding pose scale. */
106                const Vector3& _getBindingPoseInverseScale(void) const { return mBindDerivedInverseScale; }
107                /** Gets the inverted binding pose position. */
108                const Vector3& _getBindingPoseInversePosition(void) const { return mBindDerivedInversePosition; }
109                /** Gets the inverted binding pose orientation. */
110                const Quaternion& _getBindingPoseInverseOrientation(void) const { return mBindDerivedInverseOrientation; }
111
112                /// @see Node::needUpdate
113                void needUpdate(bool forceParentUpdate = false);
114
115
116    protected:
117        /// The numeric handle of this bone
118        unsigned short mHandle;
119
120        /** Bones set as manuallyControlled are not reseted in Skeleton::reset() */
121        bool mManuallyControlled;
122
123        /** See Node. */
124        Node* createChildImpl(void);
125        /** See Node. */
126        Node* createChildImpl(const String& name);
127
128        /// Pointer back to creator, for child creation (not smart ptr so child does not preserve parent)
129        Skeleton* mCreator;
130
131        /// The inversed derived scale of the bone in the binding pose
132        Vector3 mBindDerivedInverseScale;
133        /// The inversed derived orientation of the bone in the binding pose
134        Quaternion mBindDerivedInverseOrientation;
135        /// The inversed derived position of the bone in the binding pose
136        Vector3 mBindDerivedInversePosition;
137    };
138
139
140}
141
142#endif
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