| 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 | #include "OgreStableHeaders.h" |
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| 30 | |
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| 31 | #include "OgreBone.h" |
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| 32 | #include "OgreSkeleton.h" |
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| 33 | |
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| 34 | namespace Ogre { |
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| 35 | |
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| 36 | //--------------------------------------------------------------------- |
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| 37 | Bone::Bone(unsigned short handle, Skeleton* creator) |
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| 38 | : Node(), mHandle(handle), mManuallyControlled(false), mCreator(creator) |
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| 39 | { |
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| 40 | } |
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| 41 | //--------------------------------------------------------------------- |
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| 42 | Bone::Bone(const String& name, unsigned short handle, Skeleton* creator) |
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| 43 | : Node(name), mHandle(handle), mManuallyControlled(false), mCreator(creator) |
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| 44 | { |
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| 45 | } |
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| 46 | //--------------------------------------------------------------------- |
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| 47 | Bone::~Bone() |
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| 48 | { |
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| 49 | } |
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| 50 | //--------------------------------------------------------------------- |
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| 51 | Bone* Bone::createChild(unsigned short handle, const Vector3& translate, |
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| 52 | const Quaternion& rotate) |
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| 53 | { |
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| 54 | Bone* retBone = mCreator->createBone(handle); |
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| 55 | retBone->translate(translate); |
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| 56 | retBone->rotate(rotate); |
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| 57 | this->addChild(retBone); |
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| 58 | return retBone; |
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| 59 | } |
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| 60 | //--------------------------------------------------------------------- |
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| 61 | Node* Bone::createChildImpl(void) |
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| 62 | { |
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| 63 | return mCreator->createBone(); |
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| 64 | } |
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| 65 | //--------------------------------------------------------------------- |
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| 66 | Node* Bone::createChildImpl(const String& name) |
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| 67 | { |
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| 68 | return mCreator->createBone(name); |
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| 69 | } |
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| 70 | //--------------------------------------------------------------------- |
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| 71 | void Bone::setBindingPose(void) |
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| 72 | { |
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| 73 | setInitialState(); |
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| 74 | |
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| 75 | // Save inverse derived position/scale/orientation, used for calculate offset transform later |
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| 76 | mBindDerivedInversePosition = - _getDerivedPosition(); |
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| 77 | mBindDerivedInverseScale = Vector3::UNIT_SCALE / _getDerivedScale(); |
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| 78 | mBindDerivedInverseOrientation = _getDerivedOrientation().Inverse(); |
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| 79 | } |
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| 80 | //--------------------------------------------------------------------- |
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| 81 | void Bone::reset(void) |
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| 82 | { |
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| 83 | resetToInitialState(); |
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| 84 | } |
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| 85 | //--------------------------------------------------------------------- |
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| 86 | void Bone::setManuallyControlled(bool manuallyControlled) |
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| 87 | { |
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| 88 | mManuallyControlled = manuallyControlled; |
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| 89 | mCreator->_notifyManualBoneStateChange(this); |
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| 90 | } |
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| 91 | //--------------------------------------------------------------------- |
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| 92 | bool Bone::isManuallyControlled() const { |
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| 93 | return mManuallyControlled; |
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| 94 | } |
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| 95 | //--------------------------------------------------------------------- |
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| 96 | void Bone::_getOffsetTransform(Matrix4& m) const |
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| 97 | { |
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| 98 | // Combine scale with binding pose inverse scale, |
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| 99 | // NB just combine as equivalent axes, no shearing |
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| 100 | Vector3 scale = _getDerivedScale() * mBindDerivedInverseScale; |
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| 101 | |
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| 102 | // Combine orientation with binding pose inverse orientation |
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| 103 | Quaternion rotate = _getDerivedOrientation() * mBindDerivedInverseOrientation; |
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| 104 | |
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| 105 | // Combine position with binding pose inverse position, |
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| 106 | // Note that translation is relative to scale & rotation, |
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| 107 | // so first reverse transform original derived position to |
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| 108 | // binding pose bone space, and then transform to current |
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| 109 | // derived bone space. |
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| 110 | Vector3 translate = _getDerivedPosition() + rotate * (scale * mBindDerivedInversePosition); |
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| 111 | |
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| 112 | m.makeTransform(translate, scale, rotate); |
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| 113 | } |
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| 114 | //--------------------------------------------------------------------- |
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| 115 | unsigned short Bone::getHandle(void) const |
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| 116 | { |
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| 117 | return mHandle; |
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| 118 | } |
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| 119 | //--------------------------------------------------------------------- |
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| 120 | void Bone::needUpdate(bool forceParentUpdate) |
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| 121 | { |
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| 122 | Node::needUpdate(forceParentUpdate); |
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| 123 | |
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| 124 | if (isManuallyControlled()) |
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| 125 | { |
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| 126 | // Dirty the skeleton if manually controlled so animation can be updated |
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| 127 | mCreator->_notifyManualBonesDirty(); |
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| 128 | } |
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| 129 | |
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| 130 | } |
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| 131 | |
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| 132 | |
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| 133 | |
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| 134 | |
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| 135 | |
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| 136 | } |
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| 137 | |
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