| 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 __SkeletonInstance_H__ |
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| 31 | #define __SkeletonInstance_H__ |
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| 32 | |
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| 33 | #include "OgrePrerequisites.h" |
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| 34 | #include "OgreSkeleton.h" |
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| 35 | |
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| 36 | namespace Ogre { |
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| 37 | |
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| 38 | /** A SkeletonInstance is a single instance of a Skeleton used by a world object. |
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| 39 | @remarks |
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| 40 | The difference between a Skeleton and a SkeletonInstance is that the |
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| 41 | Skeleton is the 'master' version much like Mesh is a 'master' version of |
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| 42 | Entity. Many SkeletonInstance objects can be based on a single Skeleton, |
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| 43 | and are copies of it when created. Any changes made to this are not |
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| 44 | reflected in the master copy. The exception is animations; these are |
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| 45 | shared on the Skeleton itself and may not be modified here. |
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| 46 | */ |
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| 47 | class _OgreExport SkeletonInstance : public Skeleton |
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| 48 | { |
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| 49 | public: |
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| 50 | /** Constructor, don't call directly, this will be created automatically |
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| 51 | when you create an Entity based on a skeletally animated Mesh. |
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| 52 | */ |
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| 53 | SkeletonInstance(const SkeletonPtr& masterCopy); |
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| 54 | ~SkeletonInstance(); |
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| 55 | |
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| 56 | /** Gets the number of animations on this skeleton. */ |
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| 57 | unsigned short getNumAnimations(void) const; |
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| 58 | |
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| 59 | /** Gets a single animation by index. */ |
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| 60 | Animation* getAnimation(unsigned short index) const; |
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| 61 | /// Internal accessor for animations (returns null if animation does not exist) |
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| 62 | Animation* _getAnimationImpl(const String& name, |
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| 63 | const LinkedSkeletonAnimationSource** linker = 0) const; |
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| 64 | |
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| 65 | /** Creates a new Animation object for animating this skeleton. |
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| 66 | @remarks |
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| 67 | This method updates the reference skeleton, not just this instance! |
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| 68 | @param name The name of this animation |
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| 69 | @param length The length of the animation in seconds |
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| 70 | */ |
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| 71 | Animation* createAnimation(const String& name, Real length); |
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| 72 | |
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| 73 | /** Returns the named Animation object. */ |
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| 74 | Animation* getAnimation(const String& name, |
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| 75 | const LinkedSkeletonAnimationSource** linker = 0) const; |
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| 76 | |
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| 77 | /** Removes an Animation from this skeleton. |
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| 78 | @remarks |
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| 79 | This method updates the reference skeleton, not just this instance! |
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| 80 | */ |
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| 81 | void removeAnimation(const String& name); |
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| 82 | |
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| 83 | |
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| 84 | /** Creates a TagPoint ready to be attached to a bone */ |
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| 85 | TagPoint* createTagPointOnBone(Bone* bone, |
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| 86 | const Quaternion &offsetOrientation = Quaternion::IDENTITY, |
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| 87 | const Vector3 &offsetPosition = Vector3::ZERO); |
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| 88 | |
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| 89 | /** Frees a TagPoint that already attached to a bone */ |
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| 90 | void freeTagPoint(TagPoint* tagPoint); |
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| 91 | |
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| 92 | /// @copydoc Skeleton::addLinkedSkeletonAnimationSource |
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| 93 | void addLinkedSkeletonAnimationSource(const String& skelName, |
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| 94 | Real scale = 1.0f); |
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| 95 | /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources |
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| 96 | void removeAllLinkedSkeletonAnimationSources(void); |
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| 97 | /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator |
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| 98 | LinkedSkeletonAnimSourceIterator |
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| 99 | getLinkedSkeletonAnimationSourceIterator(void) const; |
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| 100 | |
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| 101 | /// @copydoc Skeleton::_initAnimationState |
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| 102 | void _initAnimationState(AnimationStateSet* animSet); |
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| 103 | |
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| 104 | /// @copydoc Skeleton::_refreshAnimationState |
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| 105 | void _refreshAnimationState(AnimationStateSet* animSet); |
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| 106 | |
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| 107 | /// @copydoc Resource::getName |
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| 108 | const String& getName(void) const; |
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| 109 | /// @copydoc Resource::getHandle |
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| 110 | ResourceHandle getHandle(void) const; |
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| 111 | /// @copydoc Resource::getGroup |
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| 112 | const String& getGroup(void); |
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| 113 | |
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| 114 | protected: |
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| 115 | /// Pointer back to master Skeleton |
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| 116 | SkeletonPtr mSkeleton; |
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| 117 | |
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| 118 | typedef std::list<TagPoint*> TagPointList; |
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| 119 | |
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| 120 | /** Active tag point list. |
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| 121 | @remarks |
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| 122 | This is a linked list of pointers to actived tag point |
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| 123 | @par |
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| 124 | This allows very fast instertions and deletions from anywhere in the list to activate / deactivate |
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| 125 | tag points (required for weapon / equip systems etc) as well as resuse of TagPoint instances |
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| 126 | without construction & destruction which avoids memory thrashing. |
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| 127 | */ |
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| 128 | TagPointList mActiveTagPoints; |
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| 129 | |
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| 130 | /** Free tag point list. |
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| 131 | @remarks |
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| 132 | This contains a list of the tag points free for use as new instances |
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| 133 | as required by the set. When a TagPoint instances are deactived, there will are referenced on this |
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| 134 | list. As they get used this list reduces, as they get released back to to the set they get added |
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| 135 | back to the list. |
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| 136 | */ |
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| 137 | TagPointList mFreeTagPoints; |
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| 138 | |
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| 139 | /// TagPoint automatic handles |
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| 140 | unsigned short mNextTagPointAutoHandle; |
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| 141 | |
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| 142 | void cloneBoneAndChildren(Bone* source, Bone* parent); |
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| 143 | /** Overridden from Skeleton |
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| 144 | */ |
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| 145 | void loadImpl(void); |
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| 146 | /** Overridden from Skeleton |
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| 147 | */ |
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| 148 | void unloadImpl(void); |
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| 149 | |
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| 150 | }; |
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| 151 | |
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| 152 | } |
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| 153 | |
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| 154 | |
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| 155 | #endif |
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| 156 | |
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