1 | /* |
---|
2 | ----------------------------------------------------------------------------- |
---|
3 | This source file is part of OGRE |
---|
4 | (Object-oriented Graphics Rendering Engine) |
---|
5 | For the latest info, see http://www.ogre3d.org/ |
---|
6 | |
---|
7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
---|
8 | Also see acknowledgements in Readme.html |
---|
9 | |
---|
10 | This program is free software; you can redistribute it and/or modify it under |
---|
11 | the terms of the GNU Lesser General Public License as published by the Free Software |
---|
12 | Foundation; either version 2 of the License, or (at your option) any later |
---|
13 | version. |
---|
14 | |
---|
15 | This program is distributed in the hope that it will be useful, but WITHOUT |
---|
16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
---|
17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
---|
18 | |
---|
19 | You should have received a copy of the GNU Lesser General Public License along with |
---|
20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
---|
21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
---|
22 | http://www.gnu.org/copyleft/lesser.txt. |
---|
23 | |
---|
24 | You may alternatively use this source under the terms of a specific version of |
---|
25 | the OGRE Unrestricted License provided you have obtained such a license from |
---|
26 | Torus Knot Software Ltd. |
---|
27 | ----------------------------------------------------------------------------- |
---|
28 | */ |
---|
29 | |
---|
30 | #ifndef __Bone_H__ |
---|
31 | #define __Bone_H__ |
---|
32 | |
---|
33 | #include "OgrePrerequisites.h" |
---|
34 | #include "OgreNode.h" |
---|
35 | |
---|
36 | |
---|
37 | namespace Ogre |
---|
38 | { |
---|
39 | /** A bone in a skeleton. |
---|
40 | @remarks |
---|
41 | See Skeleton for more information about the principles behind skeletal animation. |
---|
42 | This class is a node in the joint hierarchy. Mesh vertices also have assignments |
---|
43 | to bones to define how they move in relation to the skeleton. |
---|
44 | */ |
---|
45 | class _OgreExport Bone : public Node |
---|
46 | { |
---|
47 | public: |
---|
48 | /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */ |
---|
49 | Bone(unsigned short handle, Skeleton* creator); |
---|
50 | /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */ |
---|
51 | Bone(const String& name, unsigned short handle, Skeleton* creator); |
---|
52 | ~Bone(); |
---|
53 | |
---|
54 | /** Creates a new Bone as a child of this bone. |
---|
55 | @remarks |
---|
56 | This method creates a new bone which will inherit the transforms of this |
---|
57 | bone, with the handle specified. |
---|
58 | @param |
---|
59 | handle The numeric handle to give the new bone; must be unique within the Skeleton. |
---|
60 | @param |
---|
61 | translate Initial translation offset of child relative to parent |
---|
62 | @param |
---|
63 | rotate Initial rotation relative to parent |
---|
64 | */ |
---|
65 | Bone* createChild(unsigned short handle, |
---|
66 | const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY); |
---|
67 | |
---|
68 | |
---|
69 | /** Gets the numeric handle for this bone (unique within the skeleton). */ |
---|
70 | unsigned short getHandle(void) const; |
---|
71 | |
---|
72 | /** Sets the current position / orientation to be the 'binding pose' ie the layout in which |
---|
73 | bones were originally bound to a mesh. |
---|
74 | */ |
---|
75 | void setBindingPose(void); |
---|
76 | |
---|
77 | /** Resets the position and orientation of this Bone to the original binding position. |
---|
78 | @remarks |
---|
79 | Bones are bound to the mesh in a binding pose. They are then modified from this |
---|
80 | position during animation. This method returns the bone to it's original position and |
---|
81 | orientation. |
---|
82 | */ |
---|
83 | void reset(void); |
---|
84 | |
---|
85 | /** Sets whether or not this bone is manually controlled. |
---|
86 | @remarks |
---|
87 | Manually controlled bones can be altered by the application at runtime, |
---|
88 | and their positions will not be reset by the animation routines. Note |
---|
89 | that you should also make sure that there are no AnimationTrack objects |
---|
90 | referencing this bone, or if there are, you should disable them using |
---|
91 | pAnimation->destroyTrack(pBone->getHandle()); |
---|
92 | */ |
---|
93 | void setManuallyControlled(bool manuallyControlled); |
---|
94 | |
---|
95 | /** Getter for mManuallyControlled Flag */ |
---|
96 | bool isManuallyControlled() const; |
---|
97 | |
---|
98 | |
---|
99 | /** Gets the transform which takes bone space to current from the binding pose. |
---|
100 | @remarks |
---|
101 | Internal use only. |
---|
102 | */ |
---|
103 | void _getOffsetTransform(Matrix4& m) const; |
---|
104 | |
---|
105 | /** Gets the inverted binding pose scale. */ |
---|
106 | const Vector3& _getBindingPoseInverseScale(void) const { return mBindDerivedInverseScale; } |
---|
107 | /** Gets the inverted binding pose position. */ |
---|
108 | const Vector3& _getBindingPoseInversePosition(void) const { return mBindDerivedInversePosition; } |
---|
109 | /** Gets the inverted binding pose orientation. */ |
---|
110 | const Quaternion& _getBindingPoseInverseOrientation(void) const { return mBindDerivedInverseOrientation; } |
---|
111 | |
---|
112 | /// @see Node::needUpdate |
---|
113 | void needUpdate(bool forceParentUpdate = false); |
---|
114 | |
---|
115 | |
---|
116 | protected: |
---|
117 | /// The numeric handle of this bone |
---|
118 | unsigned short mHandle; |
---|
119 | |
---|
120 | /** Bones set as manuallyControlled are not reseted in Skeleton::reset() */ |
---|
121 | bool mManuallyControlled; |
---|
122 | |
---|
123 | /** See Node. */ |
---|
124 | Node* createChildImpl(void); |
---|
125 | /** See Node. */ |
---|
126 | Node* createChildImpl(const String& name); |
---|
127 | |
---|
128 | /// Pointer back to creator, for child creation (not smart ptr so child does not preserve parent) |
---|
129 | Skeleton* mCreator; |
---|
130 | |
---|
131 | /// The inversed derived scale of the bone in the binding pose |
---|
132 | Vector3 mBindDerivedInverseScale; |
---|
133 | /// The inversed derived orientation of the bone in the binding pose |
---|
134 | Quaternion mBindDerivedInverseOrientation; |
---|
135 | /// The inversed derived position of the bone in the binding pose |
---|
136 | Vector3 mBindDerivedInversePosition; |
---|
137 | }; |
---|
138 | |
---|
139 | |
---|
140 | } |
---|
141 | |
---|
142 | #endif |
---|