| [1] | 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 __AnimationTrack_H__ |
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| 31 | #define __AnimationTrack_H__ |
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| 32 | |
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| 33 | #include "OgrePrerequisites.h" |
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| 34 | #include "OgreSimpleSpline.h" |
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| 35 | #include "OgreRotationalSpline.h" |
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| 36 | #include "OgreKeyFrame.h" |
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| 37 | #include "OgreAnimable.h" |
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| 38 | #include "OgrePose.h" |
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| 39 | |
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| 40 | namespace Ogre |
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| 41 | { |
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| 42 | /** Time index object used to search keyframe at the given position. |
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| 43 | */ |
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| 44 | class _OgreExport TimeIndex |
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| 45 | { |
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| 46 | protected: |
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| 47 | /** The time position (in relation to the whole animation sequence) |
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| 48 | */ |
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| 49 | Real mTimePos; |
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| 50 | /** The global keyframe index (in relation to the whole animation sequence) |
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| 51 | that used to convert to local keyframe index, or INVALID_KEY_INDEX which |
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| 52 | means global keyframe index unavailable, and then slight slow method will |
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| 53 | used to search local keyframe index. |
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| 54 | */ |
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| 55 | uint mKeyIndex; |
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| 56 | |
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| 57 | /** Indicate it's an invalid global keyframe index. |
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| 58 | */ |
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| 59 | static const uint INVALID_KEY_INDEX = (uint)-1; |
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| 60 | |
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| 61 | public: |
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| 62 | /** Construct time index object by the given time position. |
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| 63 | */ |
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| 64 | TimeIndex(Real timePos) |
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| 65 | : mTimePos(timePos) |
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| 66 | , mKeyIndex(INVALID_KEY_INDEX) |
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| 67 | { |
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| 68 | } |
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| 69 | |
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| 70 | /** Construct time index object by the given time position and |
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| 71 | global keyframe index. |
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| 72 | @note In normally, you don't need to use this constructor directly, use |
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| 73 | Animation::_getTimeIndex instead. |
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| 74 | */ |
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| 75 | TimeIndex(Real timePos, uint keyIndex) |
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| 76 | : mTimePos(timePos) |
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| 77 | , mKeyIndex(keyIndex) |
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| 78 | { |
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| 79 | } |
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| 80 | |
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| 81 | bool hasKeyIndex(void) const |
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| 82 | { |
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| 83 | return mKeyIndex != INVALID_KEY_INDEX; |
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| 84 | } |
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| 85 | |
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| 86 | Real getTimePos(void) const |
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| 87 | { |
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| 88 | return mTimePos; |
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| 89 | } |
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| 90 | |
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| 91 | uint getKeyIndex(void) const |
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| 92 | { |
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| 93 | return mKeyIndex; |
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| 94 | } |
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| 95 | }; |
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| 96 | |
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| 97 | /** A 'track' in an animation sequence, ie a sequence of keyframes which affect a |
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| 98 | certain type of animable object. |
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| 99 | @remarks |
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| 100 | This class is intended as a base for more complete classes which will actually |
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| 101 | animate specific types of object, e.g. a bone in a skeleton to affect |
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| 102 | skeletal animation. An animation will likely include multiple tracks each of which |
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| 103 | can be made up of many KeyFrame instances. Note that the use of tracks allows each animable |
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| 104 | object to have it's own number of keyframes, i.e. you do not have to have the |
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| 105 | maximum number of keyframes for all animable objects just to cope with the most |
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| 106 | animated one. |
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| 107 | @remarks |
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| 108 | Since the most common animable object is a Node, there are options in this class for associating |
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| 109 | the track with a Node which will receive keyframe updates automatically when the 'apply' method |
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| 110 | is called. |
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| 111 | @remarks |
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| 112 | By default rotation is done using shortest-path algorithm. |
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| 113 | It is possible to change this behaviour using |
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| 114 | setUseShortestRotationPath() method. |
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| 115 | */ |
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| 116 | class _OgreExport AnimationTrack |
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| 117 | { |
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| 118 | public: |
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| 119 | /// Constructor |
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| 120 | AnimationTrack(Animation* parent, unsigned short handle); |
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| 121 | |
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| 122 | virtual ~AnimationTrack(); |
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| 123 | |
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| 124 | /** Get the handle associated with this track. */ |
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| 125 | unsigned short getHandle(void) const { return mHandle; } |
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| 126 | |
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| 127 | /** Returns the number of keyframes in this animation. */ |
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| 128 | virtual unsigned short getNumKeyFrames(void) const; |
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| 129 | |
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| 130 | /** Returns the KeyFrame at the specified index. */ |
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| 131 | virtual KeyFrame* getKeyFrame(unsigned short index) const; |
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| 132 | |
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| 133 | /** Gets the 2 KeyFrame objects which are active at the time given, and the blend value between them. |
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| 134 | @remarks |
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| 135 | At any point in time in an animation, there are either 1 or 2 keyframes which are 'active', |
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| 136 | 1 if the time index is exactly on a keyframe, 2 at all other times i.e. the keyframe before |
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| 137 | and the keyframe after. |
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| 138 | @par |
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| 139 | This method returns those keyframes given a time index, and also returns a parametric |
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| 140 | value indicating the value of 't' representing where the time index falls between them. |
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| 141 | E.g. if it returns 0, the time index is exactly on keyFrame1, if it returns 0.5 it is |
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| 142 | half way between keyFrame1 and keyFrame2 etc. |
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| 143 | @param timeIndex The time index. |
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| 144 | @param keyFrame1 Pointer to a KeyFrame pointer which will receive the pointer to the |
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| 145 | keyframe just before or at this time index. |
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| 146 | @param keyFrame2 Pointer to a KeyFrame pointer which will receive the pointer to the |
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| 147 | keyframe just after this time index. |
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| 148 | @param firstKeyIndex Pointer to an unsigned short which, if supplied, will receive the |
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| 149 | index of the 'from' keyframe incase the caller needs it. |
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| 150 | @returns Parametric value indicating how far along the gap between the 2 keyframes the timeIndex |
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| 151 | value is, e.g. 0.0 for exactly at 1, 0.25 for a quarter etc. By definition the range of this |
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| 152 | value is: 0.0 <= returnValue < 1.0 . |
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| 153 | */ |
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| 154 | virtual Real getKeyFramesAtTime(const TimeIndex& timeIndex, KeyFrame** keyFrame1, KeyFrame** keyFrame2, |
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| 155 | unsigned short* firstKeyIndex = 0) const; |
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| 156 | |
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| 157 | /** Creates a new KeyFrame and adds it to this animation at the given time index. |
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| 158 | @remarks |
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| 159 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 160 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 161 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 162 | @note this method will always create a keyframe even if the track already has a keyframe |
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| 163 | at the given time position. |
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| 164 | @param timePos The time from which this KeyFrame will apply. |
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| 165 | */ |
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| 166 | virtual KeyFrame* createKeyFrame(Real timePos); |
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| 167 | |
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| 168 | /** Removes a KeyFrame by it's index. */ |
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| 169 | virtual void removeKeyFrame(unsigned short index); |
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| 170 | |
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| 171 | /** Removes all the KeyFrames from this track. */ |
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| 172 | virtual void removeAllKeyFrames(void); |
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| 173 | |
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| 174 | |
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| 175 | /** Gets a KeyFrame object which contains the interpolated transforms at the time index specified. |
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| 176 | @remarks |
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| 177 | The KeyFrame objects held by this class are transformation snapshots at |
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| 178 | discrete points in time. Normally however, you want to interpolate between these |
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| 179 | keyframes to produce smooth movement, and this method allows you to do this easily. |
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| 180 | In animation terminology this is called 'tweening'. |
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| 181 | @param timeIndex The time (in relation to the whole animation sequence) |
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| 182 | @param kf Keyframe object to store results |
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| 183 | */ |
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| 184 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const = 0; |
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| 185 | |
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| 186 | /** Applies an animation track to the designated target. |
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| 187 | @param timeIndex The time position in the animation to apply. |
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| 188 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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| 189 | other animations. |
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| 190 | @param scale The scale to apply to translations and scalings, useful for |
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| 191 | adapting an animation to a different size target. |
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| 192 | */ |
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| 193 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f) = 0; |
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| 194 | |
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| 195 | /** Internal method used to tell the track that keyframe data has been |
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| 196 | changed, which may cause it to rebuild some internal data. */ |
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| 197 | virtual void _keyFrameDataChanged(void) const {} |
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| 198 | |
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| 199 | /** Method to determine if this track has any KeyFrames which are |
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| 200 | doing anything useful - can be used to determine if this track |
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| 201 | can be optimised out. |
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| 202 | */ |
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| 203 | virtual bool hasNonZeroKeyFrames(void) const { return true; } |
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| 204 | |
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| 205 | /** Optimise the current track by removing any duplicate keyframes. */ |
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| 206 | virtual void optimise(void) {} |
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| 207 | |
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| 208 | /** Internal method to collect keyframe times, in unique, ordered format. */ |
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| 209 | virtual void _collectKeyFrameTimes(std::vector<Real>& keyFrameTimes); |
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| 210 | |
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| 211 | /** Internal method to build keyframe time index map to translate global lower |
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| 212 | bound index to local lower bound index. */ |
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| 213 | virtual void _buildKeyFrameIndexMap(const std::vector<Real>& keyFrameTimes); |
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| 214 | |
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| 215 | protected: |
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| 216 | typedef std::vector<KeyFrame*> KeyFrameList; |
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| 217 | KeyFrameList mKeyFrames; |
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| 218 | Animation* mParent; |
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| 219 | unsigned short mHandle; |
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| 220 | |
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| 221 | /// Map used to translate global keyframe time lower bound index to local lower bound index |
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| 222 | typedef std::vector<ushort> KeyFrameIndexMap; |
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| 223 | KeyFrameIndexMap mKeyFrameIndexMap; |
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| 224 | |
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| 225 | /// Create a keyframe implementation - must be overridden |
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| 226 | virtual KeyFrame* createKeyFrameImpl(Real time) = 0; |
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| 227 | |
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| 228 | /// Internal method for clone implementation |
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| 229 | virtual void populateClone(AnimationTrack* clone) const; |
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| 230 | |
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| 231 | |
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| 232 | |
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| 233 | }; |
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| 234 | |
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| 235 | /** Specialised AnimationTrack for dealing with generic animable values. |
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| 236 | */ |
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| 237 | class _OgreExport NumericAnimationTrack : public AnimationTrack |
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| 238 | { |
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| 239 | public: |
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| 240 | /// Constructor |
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| 241 | NumericAnimationTrack(Animation* parent, unsigned short handle); |
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| 242 | /// Constructor, associates with an AnimableValue |
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| 243 | NumericAnimationTrack(Animation* parent, unsigned short handle, |
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| 244 | AnimableValuePtr& target); |
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| 245 | |
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| 246 | /** Creates a new KeyFrame and adds it to this animation at the given time index. |
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| 247 | @remarks |
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| 248 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 249 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 250 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 251 | @param timePos The time from which this KeyFrame will apply. |
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| 252 | */ |
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| 253 | virtual NumericKeyFrame* createNumericKeyFrame(Real timePos); |
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| 254 | |
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| 255 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame |
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| 256 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; |
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| 257 | |
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| 258 | /// @copydoc AnimationTrack::apply |
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| 259 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); |
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| 260 | |
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| 261 | /** Applies an animation track to a given animable value. |
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| 262 | @param anim The AnimableValue to which to apply the animation |
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| 263 | @param timeIndex The time position in the animation to apply. |
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| 264 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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| 265 | other animations. |
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| 266 | @param scale The scale to apply to translations and scalings, useful for |
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| 267 | adapting an animation to a different size target. |
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| 268 | */ |
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| 269 | void applyToAnimable(const AnimableValuePtr& anim, const TimeIndex& timeIndex, |
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| 270 | Real weight = 1.0, Real scale = 1.0f); |
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| 271 | |
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| 272 | /** Returns a pointer to the associated animable object (if any). */ |
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| 273 | virtual const AnimableValuePtr& getAssociatedAnimable(void) const; |
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| 274 | |
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| 275 | /** Sets the associated animable object which will be automatically |
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| 276 | affected by calls to 'apply'. */ |
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| 277 | virtual void setAssociatedAnimable(const AnimableValuePtr& val); |
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| 278 | |
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| 279 | /** Returns the KeyFrame at the specified index. */ |
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| 280 | NumericKeyFrame* getNumericKeyFrame(unsigned short index) const; |
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| 281 | |
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| 282 | /** Clone this track (internal use only) */ |
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| 283 | NumericAnimationTrack* _clone(Animation* newParent) const; |
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| 284 | |
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| 285 | |
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| 286 | protected: |
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| 287 | /// Target to animate |
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| 288 | AnimableValuePtr mTargetAnim; |
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| 289 | |
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| 290 | /// @copydoc AnimationTrack::createKeyFrameImpl |
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| 291 | KeyFrame* createKeyFrameImpl(Real time); |
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| 292 | |
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| 293 | |
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| 294 | }; |
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| 295 | |
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| 296 | /** Specialised AnimationTrack for dealing with node transforms. |
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| 297 | */ |
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| 298 | class _OgreExport NodeAnimationTrack : public AnimationTrack |
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| 299 | { |
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| 300 | public: |
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| 301 | /// Constructor |
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| 302 | NodeAnimationTrack(Animation* parent, unsigned short handle); |
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| 303 | /// Constructor, associates with a Node |
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| 304 | NodeAnimationTrack(Animation* parent, unsigned short handle, |
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| 305 | Node* targetNode); |
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| 306 | /// Destructor |
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| 307 | virtual ~NodeAnimationTrack(); |
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| 308 | /** Creates a new KeyFrame and adds it to this animation at the given time index. |
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| 309 | @remarks |
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| 310 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 311 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 312 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 313 | @param timePos The time from which this KeyFrame will apply. |
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| 314 | */ |
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| 315 | virtual TransformKeyFrame* createNodeKeyFrame(Real timePos); |
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| 316 | /** Returns a pointer to the associated Node object (if any). */ |
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| 317 | virtual Node* getAssociatedNode(void) const; |
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| 318 | |
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| 319 | /** Sets the associated Node object which will be automatically affected by calls to 'apply'. */ |
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| 320 | virtual void setAssociatedNode(Node* node); |
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| 321 | |
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| 322 | /** As the 'apply' method but applies to a specified Node instead of associated node. */ |
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| 323 | virtual void applyToNode(Node* node, const TimeIndex& timeIndex, Real weight = 1.0, |
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| 324 | Real scale = 1.0f); |
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| 325 | |
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| 326 | /** Sets the method of rotation calculation */ |
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| 327 | virtual void setUseShortestRotationPath(bool useShortestPath); |
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| 328 | |
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| 329 | /** Gets the method of rotation calculation */ |
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| 330 | virtual bool getUseShortestRotationPath() const; |
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| 331 | |
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| 332 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame |
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| 333 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; |
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| 334 | |
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| 335 | /// @copydoc AnimationTrack::apply |
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| 336 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); |
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| 337 | |
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| 338 | /// @copydoc AnimationTrack::_keyFrameDataChanged |
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| 339 | void _keyFrameDataChanged(void) const; |
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| 340 | |
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| 341 | /** Returns the KeyFrame at the specified index. */ |
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| 342 | virtual TransformKeyFrame* getNodeKeyFrame(unsigned short index) const; |
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| 343 | |
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| 344 | |
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| 345 | /** Method to determine if this track has any KeyFrames which are |
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| 346 | doing anything useful - can be used to determine if this track |
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| 347 | can be optimised out. |
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| 348 | */ |
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| 349 | virtual bool hasNonZeroKeyFrames(void) const; |
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| 350 | |
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| 351 | /** Optimise the current track by removing any duplicate keyframes. */ |
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| 352 | virtual void optimise(void); |
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| 353 | |
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| 354 | /** Clone this track (internal use only) */ |
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| 355 | NodeAnimationTrack* _clone(Animation* newParent) const; |
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| 356 | |
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| 357 | protected: |
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| 358 | /// Specialised keyframe creation |
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| 359 | KeyFrame* createKeyFrameImpl(Real time); |
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| 360 | // Flag indicating we need to rebuild the splines next time |
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| 361 | virtual void buildInterpolationSplines(void) const; |
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| 362 | |
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| 363 | // Struct for store splines, allocate on demand for better memory footprint |
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| 364 | struct Splines |
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| 365 | { |
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| 366 | SimpleSpline positionSpline; |
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| 367 | SimpleSpline scaleSpline; |
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| 368 | RotationalSpline rotationSpline; |
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| 369 | }; |
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| 370 | |
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| 371 | Node* mTargetNode; |
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| 372 | // Prebuilt splines, must be mutable since lazy-update in const method |
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| 373 | mutable Splines* mSplines; |
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| 374 | mutable bool mSplineBuildNeeded; |
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| 375 | /// Defines if rotation is done using shortest path |
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| 376 | mutable bool mUseShortestRotationPath ; |
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| 377 | |
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| 378 | |
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| 379 | }; |
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| 380 | |
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| 381 | /** Type of vertex animation. |
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| 382 | Vertex animation comes in 2 types, morph and pose. The reason |
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| 383 | for the 2 types is that we have 2 different potential goals - to encapsulate |
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| 384 | a complete, flowing morph animation with multiple keyframes (a typical animation, |
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| 385 | but implemented by having snapshots of the vertex data at each keyframe), |
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| 386 | or to represent a single pose change, for example a facial expression. |
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| 387 | Whilst both could in fact be implemented using the same system, we choose |
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| 388 | to separate them since the requirements and limitations of each are quite |
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| 389 | different. |
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| 390 | @par |
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| 391 | Morph animation is a simple approach where we have a whole series of |
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| 392 | snapshots of vertex data which must be interpolated, e.g. a running |
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| 393 | animation implemented as morph targets. Because this is based on simple |
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| 394 | snapshots, it's quite fast to use when animating an entire mesh because |
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| 395 | it's a simple linear change between keyframes. However, this simplistic |
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| 396 | approach does not support blending between multiple morph animations. |
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| 397 | If you need animation blending, you are advised to use skeletal animation |
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| 398 | for full-mesh animation, and pose animation for animation of subsets of |
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| 399 | meshes or where skeletal animation doesn't fit - for example facial animation. |
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| 400 | For animating in a vertex shader, morph animation is quite simple and |
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| 401 | just requires the 2 vertex buffers (one the original position buffer) |
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| 402 | of absolute position data, and an interpolation factor. Each track in |
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| 403 | a morph animation refrences a unique set of vertex data. |
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| 404 | @par |
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| 405 | Pose animation is more complex. Like morph animation each track references |
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| 406 | a single unique set of vertex data, but unlike morph animation, each |
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| 407 | keyframe references 1 or more 'poses', each with an influence level. |
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| 408 | A pose is a series of offsets to the base vertex data, and may be sparse - ie it |
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| 409 | may not reference every vertex. Because they're offsets, they can be |
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| 410 | blended - both within a track and between animations. This set of features |
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| 411 | is very well suited to facial animation. |
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| 412 | @par |
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| 413 | For example, let's say you modelled a face (one set of vertex data), and |
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| 414 | defined a set of poses which represented the various phonetic positions |
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| 415 | of the face. You could then define an animation called 'SayHello', containing |
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| 416 | a single track which referenced the face vertex data, and which included |
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| 417 | a series of keyframes, each of which referenced one or more of the facial |
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| 418 | positions at different influence levels - the combination of which over |
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| 419 | time made the face form the shapes required to say the word 'hello'. Since |
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| 420 | the poses are only stored once, but can be referenced may times in |
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| 421 | many animations, this is a very powerful way to build up a speech system. |
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| 422 | @par |
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| 423 | The downside of pose animation is that it can be more difficult to set up. |
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| 424 | Also, since it uses more buffers (one for the base data, and one for each |
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| 425 | active pose), if you're animating in hardware using vertex shaders you need |
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| 426 | to keep an eye on how many poses you're blending at once. You define a |
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| 427 | maximum supported number in your vertex program definition, see the |
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| 428 | includes_pose_animation material script entry. |
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| 429 | @par |
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| 430 | So, by partitioning the vertex animation approaches into 2, we keep the |
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| 431 | simple morph technique easy to use, whilst still allowing all |
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| 432 | the powerful techniques to be used. Note that morph animation cannot |
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| 433 | be blended with other types of vertex animation (pose animation or other |
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| 434 | morph animation); pose animation can be blended with other pose animation |
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| 435 | though, and both types can be combined with skeletal animation. Also note |
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| 436 | that all morph animation can be expressed as pose animation, but not vice |
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| 437 | versa. |
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| 438 | */ |
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| 439 | enum VertexAnimationType |
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| 440 | { |
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| 441 | /// No animation |
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| 442 | VAT_NONE = 0, |
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| 443 | /// Morph animation is made up of many interpolated snapshot keyframes |
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| 444 | VAT_MORPH = 1, |
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| 445 | /// Pose animation is made up of a single delta pose keyframe |
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| 446 | VAT_POSE = 2 |
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| 447 | }; |
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| 448 | |
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| 449 | /** Specialised AnimationTrack for dealing with changing vertex position information. |
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| 450 | @see VertexAnimationType |
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| 451 | */ |
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| 452 | class _OgreExport VertexAnimationTrack : public AnimationTrack |
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| 453 | { |
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| 454 | public: |
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| 455 | /** The target animation mode */ |
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| 456 | enum TargetMode |
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| 457 | { |
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| 458 | /// Interpolate vertex positions in software |
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| 459 | TM_SOFTWARE, |
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| 460 | /** Bind keyframe 1 to position, and keyframe 2 to a texture coordinate |
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| 461 | for interpolation in hardware */ |
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| 462 | TM_HARDWARE |
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| 463 | }; |
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| 464 | /// Constructor |
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| 465 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType); |
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| 466 | /// Constructor, associates with target VertexData and temp buffer (for software) |
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| 467 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType, |
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| 468 | VertexData* targetData, TargetMode target = TM_SOFTWARE); |
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| 469 | |
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| 470 | /** Get the type of vertex animation we're performing. */ |
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| 471 | VertexAnimationType getAnimationType(void) const { return mAnimationType; } |
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| 472 | |
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| 473 | /** Creates a new morph KeyFrame and adds it to this animation at the given time index. |
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| 474 | @remarks |
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| 475 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 476 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 477 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 478 | @param timePos The time from which this KeyFrame will apply. |
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| 479 | */ |
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| 480 | virtual VertexMorphKeyFrame* createVertexMorphKeyFrame(Real timePos); |
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| 481 | |
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| 482 | /** Creates the single pose KeyFrame and adds it to this animation. |
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| 483 | */ |
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| 484 | virtual VertexPoseKeyFrame* createVertexPoseKeyFrame(Real timePos); |
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| 485 | |
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| 486 | /** This method in fact does nothing, since interpolation is not performed |
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| 487 | inside the keyframes for this type of track. |
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| 488 | */ |
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| 489 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const {} |
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| 490 | |
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| 491 | /// @copydoc AnimationTrack::apply |
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| 492 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); |
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| 493 | |
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| 494 | /** As the 'apply' method but applies to specified VertexData instead of |
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| 495 | associated data. */ |
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| 496 | virtual void applyToVertexData(VertexData* data, |
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| 497 | const TimeIndex& timeIndex, Real weight = 1.0, |
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| 498 | const PoseList* poseList = 0); |
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| 499 | |
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| 500 | |
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| 501 | /** Returns the morph KeyFrame at the specified index. */ |
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| 502 | VertexMorphKeyFrame* getVertexMorphKeyFrame(unsigned short index) const; |
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| 503 | |
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| 504 | /** Returns the pose KeyFrame at the specified index. */ |
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| 505 | VertexPoseKeyFrame* getVertexPoseKeyFrame(unsigned short index) const; |
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| 506 | |
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| 507 | /** Sets the associated VertexData which this track will update. */ |
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| 508 | void setAssociatedVertexData(VertexData* data) { mTargetVertexData = data; } |
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| 509 | /** Gets the associated VertexData which this track will update. */ |
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| 510 | VertexData* getAssociatedVertexData(void) const { return mTargetVertexData; } |
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| 511 | |
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| 512 | /// Set the target mode |
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| 513 | void setTargetMode(TargetMode m) { mTargetMode = m; } |
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| 514 | /// Get the target mode |
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| 515 | TargetMode getTargetMode(void) const { return mTargetMode; } |
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| 516 | |
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| 517 | /** Method to determine if this track has any KeyFrames which are |
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| 518 | doing anything useful - can be used to determine if this track |
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| 519 | can be optimised out. |
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| 520 | */ |
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| 521 | virtual bool hasNonZeroKeyFrames(void) const; |
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| 522 | |
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| 523 | /** Optimise the current track by removing any duplicate keyframes. */ |
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| 524 | virtual void optimise(void); |
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| 525 | |
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| 526 | /** Clone this track (internal use only) */ |
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| 527 | VertexAnimationTrack* _clone(Animation* newParent) const; |
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| 528 | |
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| 529 | protected: |
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| 530 | /// Animation type |
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| 531 | VertexAnimationType mAnimationType; |
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| 532 | /// Target to animate |
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| 533 | VertexData* mTargetVertexData; |
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| 534 | /// Mode to apply |
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| 535 | TargetMode mTargetMode; |
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| 536 | |
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| 537 | /// @copydoc AnimationTrack::createKeyFrameImpl |
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| 538 | KeyFrame* createKeyFrameImpl(Real time); |
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| 539 | |
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| 540 | /// Utility method for applying pose animation |
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| 541 | void applyPoseToVertexData(const Pose* pose, VertexData* data, Real influence); |
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| 542 | |
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| 543 | |
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| 544 | }; |
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| 545 | |
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| 546 | |
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| 547 | } |
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| 548 | |
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| 549 | #endif |
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