[1] | 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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | |
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| 30 | #ifndef __Skeleton_H__ |
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| 31 | #define __Skeleton_H__ |
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| 32 | |
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| 33 | #include "OgrePrerequisites.h" |
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| 34 | #include "OgreResource.h" |
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| 35 | #include "OgreQuaternion.h" |
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| 36 | #include "OgreVector3.h" |
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| 37 | #include "OgreIteratorWrappers.h" |
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| 38 | #include "OgreStringVector.h" |
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| 39 | |
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| 40 | namespace Ogre { |
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| 41 | |
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| 42 | /** */ |
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| 43 | enum SkeletonAnimationBlendMode { |
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| 44 | /// Animations are applied by calculating a weighted average of all animations |
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| 45 | ANIMBLEND_AVERAGE, |
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| 46 | /// Animations are applied by calculating a weighted cumulative total |
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| 47 | ANIMBLEND_CUMULATIVE |
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| 48 | }; |
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| 49 | |
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| 50 | #define OGRE_MAX_NUM_BONES 256 |
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| 51 | |
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| 52 | |
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| 53 | struct LinkedSkeletonAnimationSource; |
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| 54 | |
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| 55 | /** A collection of Bone objects used to animate a skinned mesh. |
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| 56 | @remarks |
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| 57 | Skeletal animation works by having a collection of 'bones' which are |
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| 58 | actually just joints with a position and orientation, arranged in a tree structure. |
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| 59 | For example, the wrist joint is a child of the elbow joint, which in turn is a |
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| 60 | child of the shoulder joint. Rotating the shoulder automatically moves the elbow |
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| 61 | and wrist as well due to this hierarchy. |
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| 62 | @par |
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| 63 | So how does this animate a mesh? Well every vertex in a mesh is assigned to one or more |
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| 64 | bones which affects it's position when the bone is moved. If a vertex is assigned to |
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| 65 | more than one bone, then weights must be assigned to determine how much each bone affects |
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| 66 | the vertex (actually a weight of 1.0 is used for single bone assignments). |
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| 67 | Weighted vertex assignments are especially useful around the joints themselves |
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| 68 | to avoid 'pinching' of the mesh in this region. |
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| 69 | @par |
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| 70 | Therefore by moving the skeleton using preset animations, we can animate the mesh. The |
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| 71 | advantage of using skeletal animation is that you store less animation data, especially |
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| 72 | as vertex counts increase. In addition, you are able to blend multiple animations together |
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| 73 | (e.g. walking and looking around, running and shooting) and provide smooth transitions |
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| 74 | between animations without incurring as much of an overhead as would be involved if you |
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| 75 | did this on the core vertex data. |
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| 76 | @par |
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| 77 | Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They |
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| 78 | are loaded on demand, especially when referenced by a Mesh. |
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| 79 | */ |
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| 80 | class _OgreExport Skeleton : public Resource |
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| 81 | { |
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| 82 | friend class SkeletonInstance; |
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| 83 | protected: |
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| 84 | /// Internal constructor for use by SkeletonInstance only |
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| 85 | Skeleton(); |
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| 86 | |
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| 87 | public: |
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| 88 | /** Constructor, don't call directly, use SkeletonManager. |
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| 89 | @remarks |
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| 90 | On creation, a Skeleton has a no bones, you should create them and link |
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| 91 | them together appropriately. |
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| 92 | */ |
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| 93 | Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle, |
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| 94 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0); |
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| 95 | virtual ~Skeleton(); |
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| 96 | |
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| 97 | |
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| 98 | /** Creates a brand new Bone owned by this Skeleton. |
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| 99 | @remarks |
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| 100 | This method creates an unattached new Bone for this skeleton. |
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| 101 | Unless this is to be a root bone (there may be more than one of |
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| 102 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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| 103 | For this reason you will likely be better off creating child bones using the |
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| 104 | Bone::createChild method instead, once you have created the root bone. |
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| 105 | @par |
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| 106 | Note that this method automatically generates a handle for the bone, which you |
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| 107 | can retrieve using Bone::getHandle. If you wish the new Bone to have a specific |
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| 108 | handle, use the alternate form of this method which takes a handle as a parameter, |
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| 109 | although you should note the restrictions. |
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| 110 | */ |
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| 111 | virtual Bone* createBone(void); |
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| 112 | |
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| 113 | /** Creates a brand new Bone owned by this Skeleton. |
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| 114 | @remarks |
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| 115 | This method creates an unattached new Bone for this skeleton and assigns it a |
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| 116 | specific handle. Unless this is to be a root bone (there may be more than one of |
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| 117 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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| 118 | For this reason you will likely be better off creating child bones using the |
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| 119 | Bone::createChild method instead, once you have created a root bone. |
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| 120 | @param handle The handle to give to this new bone - must be unique within this skeleton. |
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| 121 | You should also ensure that all bone handles are eventually contiguous (this is to simplify |
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| 122 | their compilation into an indexed array of transformation matrices). For this reason |
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| 123 | it is advised that you use the simpler createBone method which automatically assigns a |
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| 124 | sequential handle starting from 0. |
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| 125 | */ |
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| 126 | virtual Bone* createBone(unsigned short handle); |
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| 127 | |
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| 128 | /** Creates a brand new Bone owned by this Skeleton. |
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| 129 | @remarks |
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| 130 | This method creates an unattached new Bone for this skeleton and assigns it a |
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| 131 | specific name.Unless this is to be a root bone (there may be more than one of |
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| 132 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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| 133 | For this reason you will likely be better off creating child bones using the |
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| 134 | Bone::createChild method instead, once you have created the root bone. |
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| 135 | @param name The name to give to this new bone - must be unique within this skeleton. |
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| 136 | Note that the way OGRE looks up bones is via a numeric handle, so if you name a |
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| 137 | Bone this way it will be given an automatic sequential handle. The name is just |
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| 138 | for your convenience, although it is recommended that you only use the handle to |
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| 139 | retrieve the bone in performance-critical code. |
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| 140 | */ |
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| 141 | virtual Bone* createBone(const String& name); |
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| 142 | |
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| 143 | /** Creates a brand new Bone owned by this Skeleton. |
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| 144 | @remarks |
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| 145 | This method creates an unattached new Bone for this skeleton and assigns it a |
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| 146 | specific name and handle. Unless this is to be a root bone (there may be more than one of |
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| 147 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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| 148 | For this reason you will likely be better off creating child bones using the |
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| 149 | Bone::createChild method instead, once you have created the root bone. |
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| 150 | @param name The name to give to this new bone - must be unique within this skeleton. |
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| 151 | @param handle The handle to give to this new bone - must be unique within this skeleton. |
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| 152 | */ |
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| 153 | virtual Bone* createBone(const String& name, unsigned short handle); |
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| 154 | |
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| 155 | /** Returns the number of bones in this skeleton. */ |
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| 156 | virtual unsigned short getNumBones(void) const; |
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| 157 | |
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| 158 | /** Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator. |
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| 159 | @remarks |
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| 160 | The system derives the root bone the first time you ask for it. The root bone is the |
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| 161 | only bone in the skeleton which has no parent. The system locates it by taking the |
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| 162 | first bone in the list and going up the bone tree until there are no more parents, |
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| 163 | and saves this top bone as the root. If you are building the skeleton manually using |
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| 164 | createBone then you must ensure there is only one bone which is not a child of |
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| 165 | another bone, otherwise your skeleton will not work properly. If you use createBone |
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| 166 | only once, and then use Bone::createChild from then on, then inherently the first |
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| 167 | bone you create will by default be the root. |
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| 168 | */ |
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| 169 | virtual Bone* getRootBone(void) const; |
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| 170 | |
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| 171 | typedef std::vector<Bone*> BoneList; |
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| 172 | typedef VectorIterator<BoneList> BoneIterator; |
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| 173 | /// Get an iterator over the root bones in the skeleton, ie those with no parents |
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| 174 | virtual BoneIterator getRootBoneIterator(void); |
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| 175 | /// Get an iterator over all the bones in the skeleton |
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| 176 | virtual BoneIterator getBoneIterator(void); |
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| 177 | |
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| 178 | /** Gets a bone by it's handle. */ |
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| 179 | virtual Bone* getBone(unsigned short handle) const; |
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| 180 | |
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| 181 | /** Gets a bone by it's name. */ |
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| 182 | virtual Bone* getBone(const String& name) const; |
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| 183 | |
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| 184 | /** Sets the current position / orientation to be the 'binding pose' ie the layout in which |
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| 185 | bones were originally bound to a mesh. |
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| 186 | */ |
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| 187 | virtual void setBindingPose(void); |
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| 188 | |
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| 189 | /** Resets the position and orientation of all bones in this skeleton to their original binding position. |
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| 190 | @remarks |
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| 191 | A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this |
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| 192 | position during animation. This method returns all the bones to their original position and |
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| 193 | orientation. |
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| 194 | @param resetManualBones If set to true, causes the state of manual bones to be reset |
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| 195 | too, which is normally not done to allow the manual state to persist even |
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| 196 | when keyframe animation is applied. |
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| 197 | */ |
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| 198 | virtual void reset(bool resetManualBones = false); |
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| 199 | |
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| 200 | /** Creates a new Animation object for animating this skeleton. |
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| 201 | @param name The name of this animation |
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| 202 | @param length The length of the animation in seconds |
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| 203 | */ |
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| 204 | virtual Animation* createAnimation(const String& name, Real length); |
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| 205 | |
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| 206 | /** Returns the named Animation object. |
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| 207 | @remarks |
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| 208 | Will pick up animations in linked skeletons |
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| 209 | (@see addLinkedSkeletonAnimationSource). |
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| 210 | @param name The name of the animation |
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| 211 | @param linker Optional pointer to a pointer to the linked skeleton animation |
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| 212 | where this is coming from. |
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| 213 | */ |
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| 214 | virtual Animation* getAnimation(const String& name, |
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| 215 | const LinkedSkeletonAnimationSource** linker = 0) const; |
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| 216 | |
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| 217 | /// Internal accessor for animations (returns null if animation does not exist) |
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| 218 | virtual Animation* _getAnimationImpl(const String& name, |
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| 219 | const LinkedSkeletonAnimationSource** linker = 0) const; |
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| 220 | |
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| 221 | |
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| 222 | /** Returns whether this skeleton contains the named animation. */ |
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| 223 | virtual bool hasAnimation(const String& name); |
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| 224 | |
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| 225 | /** Removes an Animation from this skeleton. */ |
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| 226 | virtual void removeAnimation(const String& name); |
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| 227 | |
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| 228 | /** Changes the state of the skeleton to reflect the application of the passed in collection of animations. |
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| 229 | @remarks |
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| 230 | Animating a skeleton involves both interpolating between keyframes of a specific animation, |
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| 231 | and blending between the animations themselves. Calling this method sets the state of |
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| 232 | the skeleton so that it reflects the combination of all the passed in animations, at the |
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| 233 | time index specified for each, using the weights specified. Note that the weights between |
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| 234 | animations do not have to sum to 1.0, because some animations may affect only subsets |
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| 235 | of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the |
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| 236 | movement will just be exaggerated. |
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| 237 | @param |
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| 238 | */ |
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| 239 | virtual void setAnimationState(const AnimationStateSet& animSet); |
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| 240 | |
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| 241 | |
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| 242 | /** Initialise an animation set suitable for use with this skeleton. |
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| 243 | @remarks |
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| 244 | Only recommended for use inside the engine, not by applications. |
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| 245 | */ |
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| 246 | virtual void _initAnimationState(AnimationStateSet* animSet); |
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| 247 | |
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| 248 | /** Refresh an animation set suitable for use with this skeleton. |
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| 249 | @remarks |
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| 250 | Only recommended for use inside the engine, not by applications. |
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| 251 | */ |
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| 252 | virtual void _refreshAnimationState(AnimationStateSet* animSet); |
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| 253 | |
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| 254 | /** Populates the passed in array with the bone matrices based on the current position. |
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| 255 | @remarks |
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| 256 | Internal use only. The array pointed to by the passed in pointer must |
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| 257 | be at least as large as the number of bones. |
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| 258 | Assumes animation has already been updated. |
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| 259 | */ |
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| 260 | virtual void _getBoneMatrices(Matrix4* pMatrices); |
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| 261 | |
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| 262 | /** Gets the number of animations on this skeleton. */ |
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| 263 | virtual unsigned short getNumAnimations(void) const; |
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| 264 | |
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| 265 | /** Gets a single animation by index. |
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| 266 | @remarks |
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| 267 | Will NOT pick up animations in linked skeletons |
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| 268 | (@see addLinkedSkeletonAnimationSource). |
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| 269 | */ |
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| 270 | virtual Animation* getAnimation(unsigned short index) const; |
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| 271 | |
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| 272 | |
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| 273 | /** Gets the animation blending mode which this skeleton will use. */ |
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| 274 | virtual SkeletonAnimationBlendMode getBlendMode() const; |
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| 275 | /** Sets the animation blending mode this skeleton will use. */ |
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| 276 | virtual void setBlendMode(SkeletonAnimationBlendMode state); |
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| 277 | |
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| 278 | /// Updates all the derived transforms in the skeleton |
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| 279 | virtual void _updateTransforms(void); |
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| 280 | |
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| 281 | /** Optimise all of this skeleton's animations. |
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| 282 | @see Animation::optimise |
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| 283 | @param |
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| 284 | preservingIdentityNodeTracks If true, don't destroy identity node tracks. |
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| 285 | */ |
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| 286 | virtual void optimiseAllAnimations(bool preservingIdentityNodeTracks = false); |
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| 287 | |
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| 288 | /** Allows you to use the animations from another Skeleton object to animate |
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| 289 | this skeleton. |
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| 290 | @remarks |
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| 291 | If you have skeletons of identical structure (that means identically |
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| 292 | named bones with identical handles, and with the same hierarchy), but |
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| 293 | slightly different proportions or binding poses, you can re-use animations |
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| 294 | from one in the other. Because animations are actually stored as |
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| 295 | changes to bones from their bind positions, it's possible to use the |
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| 296 | same animation data for different skeletons, provided the skeletal |
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| 297 | structure matches and the 'deltas' stored in the keyframes apply |
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| 298 | equally well to the other skeletons bind position (so they must be |
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| 299 | roughly similar, but don't have to be identical). You can use the |
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| 300 | 'scale' option to adjust the translation and scale keyframes where |
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| 301 | there are large differences in size between the skeletons. |
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| 302 | @note |
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| 303 | This method takes a skeleton name, rather than a more specific |
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| 304 | animation name, for two reasons; firstly it allows some validation |
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| 305 | of compatibility of skeletal structure, and secondly skeletons are |
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| 306 | the unit of loading. Linking a skeleton to another in this way means |
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| 307 | that the linkee will be prevented from being destroyed until the |
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| 308 | linker is destroyed. |
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| 309 | |
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| 310 | You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's |
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| 311 | animations, and SkeletonB uses SkeletonA's animations. This is because |
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| 312 | it would set up a circular dependency which would prevent proper |
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| 313 | unloading - make one of the skeletons the 'master' in this case. |
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| 314 | @param skelName Name of the skeleton to link animations from. This |
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| 315 | skeleton will be loaded immediately if this skeleton is already |
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| 316 | loaded, otherwise it will be loaded when this skeleton is. |
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| 317 | @param scale A scale factor to apply to translation and scaling elements |
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| 318 | of the keyframes in the other skeleton when applying the animations |
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| 319 | to this one. Compensates for skeleton size differences. |
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| 320 | */ |
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| 321 | virtual void addLinkedSkeletonAnimationSource(const String& skelName, |
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| 322 | Real scale = 1.0f); |
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| 323 | /// Remove all links to other skeletons for the purposes of sharing animation |
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| 324 | virtual void removeAllLinkedSkeletonAnimationSources(void); |
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| 325 | |
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| 326 | typedef std::vector<LinkedSkeletonAnimationSource> |
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| 327 | LinkedSkeletonAnimSourceList; |
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| 328 | typedef ConstVectorIterator<LinkedSkeletonAnimSourceList> |
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| 329 | LinkedSkeletonAnimSourceIterator; |
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| 330 | /// Get an iterator over the linked skeletons used as animation sources |
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| 331 | virtual LinkedSkeletonAnimSourceIterator |
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| 332 | getLinkedSkeletonAnimationSourceIterator(void) const; |
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| 333 | |
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| 334 | /// Internal method for marking the manual bones as dirty |
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| 335 | virtual void _notifyManualBonesDirty(void); |
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| 336 | /// Internal method for notifying that a bone is manual |
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| 337 | virtual void _notifyManualBoneStateChange(Bone* bone); |
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| 338 | |
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| 339 | /// Have manual bones been modified since the skeleton was last updated? |
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| 340 | virtual bool getManualBonesDirty(void) const { return mManualBonesDirty; } |
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| 341 | /// Are there any manually controlled bones? |
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| 342 | virtual bool hasManualBones(void) const { return !mManualBones.empty(); } |
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| 343 | |
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| 344 | /// Map to translate bone handle from one skeleton to another skeleton. |
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| 345 | typedef std::vector<ushort> BoneHandleMap; |
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| 346 | |
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| 347 | /** Merge animations from another Skeleton object into this skeleton. |
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| 348 | @remarks |
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| 349 | This function allow merge two structures compatible skeletons. The |
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| 350 | 'compatible' here means identically bones will have same hierarchy, |
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| 351 | but skeletons are not necessary to have same number of bones (if |
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| 352 | number bones of source skeleton's more than this skeleton, they will |
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| 353 | copied as is, except that duplicate names are unallowed; and in the |
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| 354 | case of bones missing in source skeleton, nothing happen for those |
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| 355 | bones). |
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| 356 | @par |
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| 357 | There are also unnecessary to have same binding poses, this function |
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| 358 | will adjust keyframes of the source skeleton to match this skeleton |
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| 359 | automatically. |
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| 360 | @par |
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| 361 | It's useful for export skeleton animations seperately. i.e. export |
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| 362 | mesh and 'master' skeleton at the same time, and then other animations |
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| 363 | will export seperately (even if used completely difference binding |
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| 364 | pose), finally, merge seperately exported animations into 'master' |
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| 365 | skeleton. |
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| 366 | @param |
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| 367 | source Pointer to source skeleton. It'll keep unmodified. |
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| 368 | @param |
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| 369 | boneHandleMap A map to translate identically bone's handle from source |
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| 370 | skeleton to this skeleton. If mapped bone handle doesn't exists in this |
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| 371 | skeleton, it'll created. You can populate bone handle map manually, or |
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| 372 | use predefined functions build bone handle map for you. (@see |
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| 373 | _buildMapBoneByHandle, _buildMapBoneByName) |
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| 374 | @param |
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| 375 | animations A list name of animations to merge, if empty, all animations |
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| 376 | of source skeleton are used to merge. Note that the animation names |
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| 377 | must not presented in this skeleton, and will NOT pick up animations |
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| 378 | in linked skeletons (@see addLinkedSkeletonAnimationSource). |
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| 379 | */ |
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| 380 | virtual void _mergeSkeletonAnimations(const Skeleton* source, |
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| 381 | const BoneHandleMap& boneHandleMap, |
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| 382 | const StringVector& animations = StringVector()); |
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| 383 | |
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| 384 | /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. |
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| 385 | @remarks |
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| 386 | Identically bones are determine by handle. |
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| 387 | */ |
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| 388 | virtual void _buildMapBoneByHandle(const Skeleton* source, |
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| 389 | BoneHandleMap& boneHandleMap) const; |
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| 390 | |
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| 391 | /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. |
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| 392 | @remarks |
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| 393 | Identically bones are determine by name. |
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| 394 | */ |
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| 395 | virtual void _buildMapBoneByName(const Skeleton* source, |
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| 396 | BoneHandleMap& boneHandleMap) const; |
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| 397 | |
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| 398 | protected: |
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| 399 | SkeletonAnimationBlendMode mBlendState; |
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| 400 | /// Storage of bones, indexed by bone handle |
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| 401 | BoneList mBoneList; |
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| 402 | /// Lookup by bone name |
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| 403 | typedef std::map<String, Bone*> BoneListByName; |
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| 404 | BoneListByName mBoneListByName; |
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| 405 | |
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| 406 | |
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| 407 | /// Pointer to root bones (can now have multiple roots) |
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| 408 | mutable BoneList mRootBones; |
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| 409 | /// Bone automatic handles |
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| 410 | unsigned short mNextAutoHandle; |
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| 411 | typedef std::set<Bone*> BoneSet; |
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| 412 | /// Manual bones |
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| 413 | BoneSet mManualBones; |
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| 414 | /// Manual bones dirty? |
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| 415 | bool mManualBonesDirty; |
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| 416 | |
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| 417 | |
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| 418 | /// Storage of animations, lookup by name |
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| 419 | typedef std::map<String, Animation*> AnimationList; |
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| 420 | AnimationList mAnimationsList; |
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| 421 | |
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| 422 | /// List of references to other skeletons to use animations from |
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| 423 | mutable LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList; |
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| 424 | |
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| 425 | /** Internal method which parses the bones to derive the root bone. |
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| 426 | @remarks |
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| 427 | Must be const because called in getRootBone but mRootBone is mutable |
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| 428 | since lazy-updated. |
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| 429 | */ |
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| 430 | void deriveRootBone(void) const; |
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| 431 | |
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| 432 | /// Debugging method |
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| 433 | void _dumpContents(const String& filename); |
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| 434 | |
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| 435 | /** @copydoc Resource::loadImpl |
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| 436 | */ |
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| 437 | void loadImpl(void); |
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| 438 | |
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| 439 | /** @copydoc Resource::unloadImpl |
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| 440 | */ |
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| 441 | void unloadImpl(void); |
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| 442 | /// @copydoc Resource::calculateSize |
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| 443 | size_t calculateSize(void) const { return 0; } // TODO |
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| 444 | |
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| 445 | }; |
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| 446 | |
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| 447 | /** Specialisation of SharedPtr to allow SharedPtr to be assigned to SkeletonPtr |
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| 448 | @note Has to be a subclass since we need operator=. |
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| 449 | We could templatise this instead of repeating per Resource subclass, |
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| 450 | except to do so requires a form VC6 does not support i.e. |
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| 451 | ResourceSubclassPtr<T> : public SharedPtr<T> |
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| 452 | */ |
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| 453 | class _OgreExport SkeletonPtr : public SharedPtr<Skeleton> |
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| 454 | { |
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| 455 | public: |
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| 456 | SkeletonPtr() : SharedPtr<Skeleton>() {} |
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| 457 | explicit SkeletonPtr(Skeleton* rep) : SharedPtr<Skeleton>(rep) {} |
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| 458 | SkeletonPtr(const SkeletonPtr& r) : SharedPtr<Skeleton>(r) {} |
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| 459 | SkeletonPtr(const ResourcePtr& r) : SharedPtr<Skeleton>() |
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| 460 | { |
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| 461 | // lock & copy other mutex pointer |
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| 462 | OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) |
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| 463 | { |
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| 464 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) |
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| 465 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) |
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| 466 | pRep = static_cast<Skeleton*>(r.getPointer()); |
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| 467 | pUseCount = r.useCountPointer(); |
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| 468 | if (pUseCount) |
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| 469 | { |
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| 470 | ++(*pUseCount); |
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| 471 | } |
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| 472 | } |
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| 473 | } |
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| 474 | |
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| 475 | /// Operator used to convert a ResourcePtr to a SkeletonPtr |
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| 476 | SkeletonPtr& operator=(const ResourcePtr& r) |
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| 477 | { |
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| 478 | if (pRep == static_cast<Skeleton*>(r.getPointer())) |
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| 479 | return *this; |
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| 480 | release(); |
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| 481 | // lock & copy other mutex pointer |
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| 482 | OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) |
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| 483 | { |
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| 484 | OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) |
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| 485 | OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) |
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| 486 | pRep = static_cast<Skeleton*>(r.getPointer()); |
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| 487 | pUseCount = r.useCountPointer(); |
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| 488 | if (pUseCount) |
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| 489 | { |
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| 490 | ++(*pUseCount); |
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| 491 | } |
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| 492 | } |
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| 493 | else |
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| 494 | { |
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| 495 | // RHS must be a null pointer |
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| 496 | assert(r.isNull() && "RHS must be null if it has no mutex!"); |
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| 497 | setNull(); |
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| 498 | } |
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| 499 | return *this; |
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| 500 | } |
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| 501 | }; |
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| 502 | |
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| 503 | /// Link to another skeleton to share animations |
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| 504 | struct LinkedSkeletonAnimationSource |
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| 505 | { |
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| 506 | String skeletonName; |
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| 507 | SkeletonPtr pSkeleton; |
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| 508 | Real scale; |
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| 509 | LinkedSkeletonAnimationSource(const String& skelName, Real scl) |
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| 510 | : skeletonName(skelName), scale(scl) {} |
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| 511 | LinkedSkeletonAnimationSource(const String& skelName, Real scl, |
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| 512 | SkeletonPtr skelPtr) |
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| 513 | : skeletonName(skelName), pSkeleton(skelPtr), scale(scl) {} |
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| 514 | }; |
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| 515 | } |
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| 516 | |
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| 517 | |
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| 518 | #endif |
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| 519 | |
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