/* ----------------------------------------------------------------------------- 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. ----------------------------------------------------------------------------- */ #include "OgreStableHeaders.h" #include "OgreBone.h" #include "OgreSkeleton.h" namespace Ogre { //--------------------------------------------------------------------- Bone::Bone(unsigned short handle, Skeleton* creator) : Node(), mHandle(handle), mManuallyControlled(false), mCreator(creator) { } //--------------------------------------------------------------------- Bone::Bone(const String& name, unsigned short handle, Skeleton* creator) : Node(name), mHandle(handle), mManuallyControlled(false), mCreator(creator) { } //--------------------------------------------------------------------- Bone::~Bone() { } //--------------------------------------------------------------------- Bone* Bone::createChild(unsigned short handle, const Vector3& translate, const Quaternion& rotate) { Bone* retBone = mCreator->createBone(handle); retBone->translate(translate); retBone->rotate(rotate); this->addChild(retBone); return retBone; } //--------------------------------------------------------------------- Node* Bone::createChildImpl(void) { return mCreator->createBone(); } //--------------------------------------------------------------------- Node* Bone::createChildImpl(const String& name) { return mCreator->createBone(name); } //--------------------------------------------------------------------- void Bone::setBindingPose(void) { setInitialState(); // Save inverse derived position/scale/orientation, used for calculate offset transform later mBindDerivedInversePosition = - _getDerivedPosition(); mBindDerivedInverseScale = Vector3::UNIT_SCALE / _getDerivedScale(); mBindDerivedInverseOrientation = _getDerivedOrientation().Inverse(); } //--------------------------------------------------------------------- void Bone::reset(void) { resetToInitialState(); } //--------------------------------------------------------------------- void Bone::setManuallyControlled(bool manuallyControlled) { mManuallyControlled = manuallyControlled; mCreator->_notifyManualBoneStateChange(this); } //--------------------------------------------------------------------- bool Bone::isManuallyControlled() const { return mManuallyControlled; } //--------------------------------------------------------------------- void Bone::_getOffsetTransform(Matrix4& m) const { // Combine scale with binding pose inverse scale, // NB just combine as equivalent axes, no shearing Vector3 scale = _getDerivedScale() * mBindDerivedInverseScale; // Combine orientation with binding pose inverse orientation Quaternion rotate = _getDerivedOrientation() * mBindDerivedInverseOrientation; // Combine position with binding pose inverse position, // Note that translation is relative to scale & rotation, // so first reverse transform original derived position to // binding pose bone space, and then transform to current // derived bone space. Vector3 translate = _getDerivedPosition() + rotate * (scale * mBindDerivedInversePosition); m.makeTransform(translate, scale, rotate); } //--------------------------------------------------------------------- unsigned short Bone::getHandle(void) const { return mHandle; } //--------------------------------------------------------------------- void Bone::needUpdate(bool forceParentUpdate) { Node::needUpdate(forceParentUpdate); if (isManuallyControlled()) { // Dirty the skeleton if manually controlled so animation can be updated mCreator->_notifyManualBonesDirty(); } } }