/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __SkeletonInstance_H__ #define __SkeletonInstance_H__ #include "OgrePrerequisites.h" #include "OgreSkeleton.h" namespace Ogre { /** 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. */ class _OgreExport SkeletonInstance : public Skeleton { public: /** Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh. */ SkeletonInstance(const SkeletonPtr& masterCopy); ~SkeletonInstance(); /** Gets the number of animations on this skeleton. */ unsigned short getNumAnimations(void) const; /** Gets a single animation by index. */ Animation* getAnimation(unsigned short index) const; /// Internal accessor for animations (returns null if animation does not exist) Animation* _getAnimationImpl(const String& name, const LinkedSkeletonAnimationSource** linker = 0) const; /** Creates a new Animation object for animating this skeleton. @remarks This method updates the reference skeleton, not just this instance! @param name The name of this animation @param length The length of the animation in seconds */ Animation* createAnimation(const String& name, Real length); /** Returns the named Animation object. */ Animation* getAnimation(const String& name, const LinkedSkeletonAnimationSource** linker = 0) const; /** Removes an Animation from this skeleton. @remarks This method updates the reference skeleton, not just this instance! */ void removeAnimation(const String& name); /** Creates a TagPoint ready to be attached to a bone */ TagPoint* createTagPointOnBone(Bone* bone, const Quaternion &offsetOrientation = Quaternion::IDENTITY, const Vector3 &offsetPosition = Vector3::ZERO); /** Frees a TagPoint that already attached to a bone */ void freeTagPoint(TagPoint* tagPoint); /// @copydoc Skeleton::addLinkedSkeletonAnimationSource void addLinkedSkeletonAnimationSource(const String& skelName, Real scale = 1.0f); /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources void removeAllLinkedSkeletonAnimationSources(void); /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator(void) const; /// @copydoc Skeleton::_initAnimationState void _initAnimationState(AnimationStateSet* animSet); /// @copydoc Skeleton::_refreshAnimationState void _refreshAnimationState(AnimationStateSet* animSet); /// @copydoc Resource::getName const String& getName(void) const; /// @copydoc Resource::getHandle ResourceHandle getHandle(void) const; /// @copydoc Resource::getGroup const String& getGroup(void); protected: /// Pointer back to master Skeleton SkeletonPtr mSkeleton; typedef std::list TagPointList; /** Active tag point list. @remarks This is a linked list of pointers to actived tag point @par 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. */ TagPointList mActiveTagPoints; /** Free tag point list. @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 list. As they get used this list reduces, as they get released back to to the set they get added back to the list. */ TagPointList mFreeTagPoints; /// TagPoint automatic handles unsigned short mNextTagPointAutoHandle; void cloneBoneAndChildren(Bone* source, Bone* parent); /** Overridden from Skeleton */ void loadImpl(void); /** Overridden from Skeleton */ void unloadImpl(void); }; } #endif