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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