/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __SkeletonInstance_H__ #define __SkeletonInstance_H__ #include "OgrePrerequisites.h" #include "OgreSkeleton.h" #include "OgreHeaderPrefix.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Scene * @{ */ /** A SkeletonInstance is a single instance of a Skeleton used by a world object. @remarks The difference between a Skeleton and a SkeletonInstance is that the Skeleton is the 'master' version much like Mesh is a 'master' version of Entity. Many SkeletonInstance objects can be based on a single Skeleton, and are copies of it when created. Any changes made to this are not reflected in the master copy. The exception is animations; these are shared on the Skeleton itself and may not be modified here. */ class _OgreExport SkeletonInstance : public Skeleton { public: /** Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh. */ SkeletonInstance(const SkeletonPtr& masterCopy); ~SkeletonInstance(); /** Gets the number of animations on this skeleton. */ unsigned short getNumAnimations(void) const; /** Gets a single animation by index. */ Animation* getAnimation(unsigned short index) const; /// Internal accessor for animations (returns null if animation does not exist) Animation* _getAnimationImpl(const String& name, const LinkedSkeletonAnimationSource** linker = 0) const; /** Creates a new Animation object for animating this skeleton. @remarks This method updates the reference skeleton, not just this instance! @param name The name of this animation @param length The length of the animation in seconds */ Animation* createAnimation(const String& name, Real length); /** Returns the named Animation object. */ Animation* getAnimation(const String& name, const LinkedSkeletonAnimationSource** linker = 0) const; /** Removes an Animation from this skeleton. @remarks This method updates the reference skeleton, not just this instance! */ void removeAnimation(const String& name); /** Creates a TagPoint ready to be attached to a bone */ TagPoint* createTagPointOnBone(Bone* bone, const Quaternion &offsetOrientation = Quaternion::IDENTITY, const Vector3 &offsetPosition = Vector3::ZERO); /** Frees a TagPoint that already attached to a bone */ void freeTagPoint(TagPoint* tagPoint); /// @copydoc Skeleton::addLinkedSkeletonAnimationSource void addLinkedSkeletonAnimationSource(const String& skelName, Real scale = 1.0f); /// @copydoc Skeleton::removeAllLinkedSkeletonAnimationSources void removeAllLinkedSkeletonAnimationSources(void); /// @copydoc Skeleton::getLinkedSkeletonAnimationSourceIterator LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator(void) const; /// @copydoc Skeleton::_initAnimationState void _initAnimationState(AnimationStateSet* animSet); /// @copydoc Skeleton::_refreshAnimationState void _refreshAnimationState(AnimationStateSet* animSet); /// @copydoc Resource::getName const String& getName(void) const; /// @copydoc Resource::getHandle ResourceHandle getHandle(void) const; /// @copydoc Resource::getGroup const String& getGroup(void); protected: /// Pointer back to master Skeleton SkeletonPtr mSkeleton; typedef list::type TagPointList; /** Active tag point list. @remarks This is a linked list of pointers to active tag points @par This allows very fast insertions and deletions from anywhere in the list to activate / deactivate tag points (required for weapon / equip systems etc) as well as reuse of TagPoint instances without construction & destruction which avoids memory thrashing. */ TagPointList mActiveTagPoints; /** Free tag point list. @remarks This contains a list of the tag points free for use as new instances as required by the set. When a TagPoint instance is deactivated, there will be a reference on this list. As they get used this list reduces, as they get released back to to the set they get added back to the list. */ TagPointList mFreeTagPoints; /// TagPoint automatic handles unsigned short mNextTagPointAutoHandle; void cloneBoneAndChildren(Bone* source, Bone* parent); /** Overridden from Skeleton */ void loadImpl(void); /** Overridden from Skeleton */ void unloadImpl(void); }; /** @} */ /** @} */ } #include "OgreHeaderSuffix.h" #endif