| 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 __Bone_H__ | 
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| 31 | #define __Bone_H__ | 
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| 32 |  | 
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| 33 | #include "OgrePrerequisites.h" | 
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| 34 | #include "OgreNode.h" | 
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| 35 |  | 
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| 36 |  | 
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| 37 | namespace Ogre  | 
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| 38 | { | 
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| 39 |     /** A bone in a skeleton. | 
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| 40 |     @remarks | 
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| 41 |         See Skeleton for more information about the principles behind skeletal animation. | 
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| 42 |         This class is a node in the joint hierarchy. Mesh vertices also have assignments | 
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| 43 |         to bones to define how they move in relation to the skeleton. | 
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| 44 |     */ | 
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| 45 |     class _OgreExport Bone : public Node | 
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| 46 |     { | 
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| 47 |     public: | 
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| 48 |         /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */ | 
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| 49 |         Bone(unsigned short handle, Skeleton* creator); | 
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| 50 |         /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */ | 
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| 51 |         Bone(const String& name, unsigned short handle, Skeleton* creator); | 
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| 52 |         ~Bone(); | 
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| 53 |  | 
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| 54 |         /** Creates a new Bone as a child of this bone. | 
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| 55 |         @remarks | 
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| 56 |             This method creates a new bone which will inherit the transforms of this | 
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| 57 |             bone, with the handle specified. | 
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| 58 |             @param  | 
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| 59 |                 handle The numeric handle to give the new bone; must be unique within the Skeleton. | 
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| 60 |             @param | 
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| 61 |                 translate Initial translation offset of child relative to parent | 
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| 62 |             @param | 
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| 63 |                 rotate Initial rotation relative to parent | 
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| 64 |         */ | 
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| 65 |         Bone* createChild(unsigned short handle,  | 
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| 66 |             const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY); | 
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| 67 |  | 
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| 68 |  | 
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| 69 |         /** Gets the numeric handle for this bone (unique within the skeleton). */ | 
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| 70 |         unsigned short getHandle(void) const; | 
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| 71 |  | 
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| 72 |         /** Sets the current position / orientation to be the 'binding pose' ie the layout in which  | 
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| 73 |             bones were originally bound to a mesh. | 
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| 74 |         */ | 
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| 75 |         void setBindingPose(void); | 
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| 76 |  | 
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| 77 |         /** Resets the position and orientation of this Bone to the original binding position. | 
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| 78 |         @remarks | 
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| 79 |             Bones are bound to the mesh in a binding pose. They are then modified from this | 
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| 80 |             position during animation. This method returns the bone to it's original position and | 
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| 81 |             orientation. | 
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| 82 |         */ | 
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| 83 |         void reset(void); | 
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| 84 |  | 
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| 85 |         /** Sets whether or not this bone is manually controlled.  | 
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| 86 |         @remarks | 
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| 87 |             Manually controlled bones can be altered by the application at runtime,  | 
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| 88 |             and their positions will not be reset by the animation routines. Note  | 
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| 89 |             that you should also make sure that there are no AnimationTrack objects | 
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| 90 |             referencing this bone, or if there are, you should disable them using | 
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| 91 |             pAnimation->destroyTrack(pBone->getHandle()); | 
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| 92 |         */ | 
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| 93 |         void setManuallyControlled(bool manuallyControlled); | 
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| 94 |  | 
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| 95 |         /** Getter for mManuallyControlled Flag */ | 
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| 96 |         bool isManuallyControlled() const; | 
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| 97 |  | 
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| 98 |          | 
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| 99 |         /** Gets the transform which takes bone space to current from the binding pose.  | 
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| 100 |         @remarks | 
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| 101 |             Internal use only. | 
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| 102 |         */ | 
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| 103 |         void _getOffsetTransform(Matrix4& m) const; | 
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| 104 |  | 
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| 105 |                 /** Gets the inverted binding pose scale. */ | 
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| 106 |                 const Vector3& _getBindingPoseInverseScale(void) const { return mBindDerivedInverseScale; } | 
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| 107 |                 /** Gets the inverted binding pose position. */ | 
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| 108 |                 const Vector3& _getBindingPoseInversePosition(void) const { return mBindDerivedInversePosition; } | 
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| 109 |                 /** Gets the inverted binding pose orientation. */ | 
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| 110 |                 const Quaternion& _getBindingPoseInverseOrientation(void) const { return mBindDerivedInverseOrientation; } | 
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| 111 |  | 
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| 112 |                 /// @see Node::needUpdate | 
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| 113 |                 void needUpdate(bool forceParentUpdate = false); | 
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| 114 |  | 
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| 115 |  | 
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| 116 |     protected: | 
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| 117 |         /// The numeric handle of this bone | 
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| 118 |         unsigned short mHandle; | 
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| 119 |  | 
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| 120 |         /** Bones set as manuallyControlled are not reseted in Skeleton::reset() */ | 
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| 121 |         bool mManuallyControlled; | 
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| 122 |  | 
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| 123 |         /** See Node. */ | 
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| 124 |         Node* createChildImpl(void); | 
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| 125 |         /** See Node. */ | 
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| 126 |         Node* createChildImpl(const String& name); | 
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| 127 |  | 
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| 128 |         /// Pointer back to creator, for child creation (not smart ptr so child does not preserve parent) | 
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| 129 |         Skeleton* mCreator; | 
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| 130 |  | 
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| 131 |         /// The inversed derived scale of the bone in the binding pose | 
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| 132 |         Vector3 mBindDerivedInverseScale; | 
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| 133 |         /// The inversed derived orientation of the bone in the binding pose | 
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| 134 |         Quaternion mBindDerivedInverseOrientation; | 
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| 135 |         /// The inversed derived position of the bone in the binding pose | 
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| 136 |         Vector3 mBindDerivedInversePosition; | 
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| 137 |     }; | 
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| 138 |  | 
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| 139 |  | 
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| 140 | } | 
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| 141 |  | 
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| 142 | #endif | 
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