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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreSkeletonInstance.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 6.1 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28
29#ifndef __SkeletonInstance_H__
30#define __SkeletonInstance_H__
31
32#include "OgrePrerequisites.h"
33#include "OgreSkeleton.h"
34#include "OgreHeaderPrefix.h"
35
36namespace Ogre {
37
38        /** \addtogroup Core
39        *  @{
40        */
41        /** \addtogroup Scene
42        *  @{
43        */
44        /** A SkeletonInstance is a single instance of a Skeleton used by a world object.
45    @remarks
46        The difference between a Skeleton and a SkeletonInstance is that the
47        Skeleton is the 'master' version much like Mesh is a 'master' version of
48        Entity. Many SkeletonInstance objects can be based on a single Skeleton,
49        and are copies of it when created. Any changes made to this are not
50        reflected in the master copy. The exception is animations; these are
51        shared on the Skeleton itself and may not be modified here.
52    */
53    class _OgreExport SkeletonInstance : public Skeleton
54    {
55    public:
56        /** Constructor, don't call directly, this will be created automatically
57        when you create an Entity based on a skeletally animated Mesh.
58        */
59        SkeletonInstance(const SkeletonPtr& masterCopy);
60        ~SkeletonInstance();
61
62        /** Gets the number of animations on this skeleton. */
63        unsigned short getNumAnimations(void) const;
64
65        /** Gets a single animation by index. */
66        Animation* getAnimation(unsigned short index) const;
67                /// Internal accessor for animations (returns null if animation does not exist)
68                Animation* _getAnimationImpl(const String& name, 
69                        const LinkedSkeletonAnimationSource** linker = 0) const;
70
71        /** Creates a new Animation object for animating this skeleton.
72        @remarks
73            This method updates the reference skeleton, not just this instance!
74        @param name The name of this animation
75        @param length The length of the animation in seconds
76        */
77        Animation* createAnimation(const String& name, Real length);
78
79        /** Returns the named Animation object. */
80        Animation* getAnimation(const String& name, 
81                        const LinkedSkeletonAnimationSource** linker = 0) const;
82
83        /** Removes an Animation from this skeleton.
84        @remarks
85            This method updates the reference skeleton, not just this instance!
86        */
87        void removeAnimation(const String& name);
88
89
90        /** Creates a TagPoint ready to be attached to a bone */
91        TagPoint* createTagPointOnBone(Bone* bone, 
92            const Quaternion &offsetOrientation = Quaternion::IDENTITY, 
93            const Vector3 &offsetPosition = Vector3::ZERO);
94
95        /** Frees a TagPoint that already attached to a bone */
96        void freeTagPoint(TagPoint* tagPoint);
97
98                /// @copydoc Skeleton::addLinkedSkeletonAnimationSource
99                void addLinkedSkeletonAnimationSource(const String& skelName, 
100                        Real scale = 1.0f);
101                /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources
102                void removeAllLinkedSkeletonAnimationSources(void);
103                /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator
104                LinkedSkeletonAnimSourceIterator
105                        getLinkedSkeletonAnimationSourceIterator(void) const;
106
107                /// @copydoc Skeleton::_initAnimationState
108                void _initAnimationState(AnimationStateSet* animSet);
109
110                /// @copydoc Skeleton::_refreshAnimationState
111                void _refreshAnimationState(AnimationStateSet* animSet);
112
113                /// @copydoc Resource::getName
114                const String& getName(void) const;
115                /// @copydoc Resource::getHandle
116                ResourceHandle getHandle(void) const;
117                /// @copydoc Resource::getGroup
118                const String& getGroup(void);
119
120    protected:
121        /// Pointer back to master Skeleton
122        SkeletonPtr mSkeleton;
123
124        typedef list<TagPoint*>::type TagPointList;
125
126        /** Active tag point list.
127        @remarks
128            This is a linked list of pointers to active tag points
129        @par
130            This allows very fast insertions and deletions from anywhere in the list to activate / deactivate
131            tag points (required for weapon / equip systems etc) as well as reuse of TagPoint instances
132            without construction & destruction which avoids memory thrashing.
133        */
134        TagPointList mActiveTagPoints;
135
136        /** Free tag point list.
137        @remarks
138            This contains a list of the tag points free for use as new instances
139            as required by the set. When a TagPoint instance is deactivated, there will be a reference on this
140            list. As they get used this list reduces, as they get released back to to the set they get added
141            back to the list.
142        */
143        TagPointList mFreeTagPoints;
144
145        /// TagPoint automatic handles
146        unsigned short mNextTagPointAutoHandle;
147
148        void cloneBoneAndChildren(Bone* source, Bone* parent);
149        /** Overridden from Skeleton
150        */
151        void loadImpl(void);
152        /** Overridden from Skeleton
153        */
154        void unloadImpl(void);
155
156    };
157        /** @} */
158        /** @} */
159
160}
161
162#include "OgreHeaderSuffix.h"
163
164#endif
165
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