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) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | |
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29 | #ifndef __Animation_H__ |
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30 | #define __Animation_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreString.h" |
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34 | #include "OgreIteratorWrappers.h" |
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35 | #include "OgreAnimable.h" |
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36 | #include "OgreAnimationTrack.h" |
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37 | #include "OgreAnimationState.h" |
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38 | #include "OgreHeaderPrefix.h" |
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39 | |
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40 | namespace Ogre { |
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41 | /** \addtogroup Core |
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42 | * @{ |
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43 | */ |
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44 | |
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45 | /** \addtogroup Animation |
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46 | * @{ |
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47 | */ |
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48 | |
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49 | class Animation; |
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50 | |
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51 | /** An animation container interface, which allows generic access to sibling animations. |
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52 | @remarks |
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53 | Because Animation instances can be held by different kinds of classes, and |
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54 | there are sometimes instances when you need to reference other Animation |
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55 | instances within the same container, this class allows generic access to |
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56 | named animations within that container, whatever it may be. |
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57 | */ |
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58 | class _OgreExport AnimationContainer |
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59 | { |
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60 | public: |
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61 | virtual ~AnimationContainer() {} |
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62 | |
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63 | /** Gets the number of animations in this container. */ |
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64 | virtual unsigned short getNumAnimations(void) const = 0; |
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65 | |
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66 | /** Retrieve an animation by index. */ |
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67 | virtual Animation* getAnimation(unsigned short index) const = 0; |
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68 | |
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69 | /** Retrieve an animation by name. */ |
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70 | virtual Animation* getAnimation(const String& name) const = 0; |
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71 | |
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72 | /** Create a new animation with a given length owned by this container. */ |
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73 | virtual Animation* createAnimation(const String& name, Real length) = 0; |
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74 | |
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75 | /** Returns whether this object contains the named animation. */ |
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76 | virtual bool hasAnimation(const String& name) const = 0; |
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77 | |
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78 | /** Removes an Animation from this container. */ |
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79 | virtual void removeAnimation(const String& name) = 0; |
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80 | |
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81 | }; |
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82 | /** An animation sequence. |
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83 | @remarks |
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84 | This class defines the interface for a sequence of animation, whether that |
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85 | be animation of a mesh, a path along a spline, or possibly more than one |
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86 | type of animation in one. An animation is made up of many 'tracks', which are |
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87 | the more specific types of animation. |
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88 | @par |
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89 | You should not create these animations directly. They will be created via a parent |
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90 | object which owns the animation, e.g. Skeleton. |
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91 | */ |
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92 | class _OgreExport Animation : public AnimationAlloc |
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93 | { |
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94 | |
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95 | public: |
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96 | /** The types of animation interpolation available. */ |
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97 | enum InterpolationMode |
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98 | { |
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99 | /** Values are interpolated along straight lines. */ |
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100 | IM_LINEAR, |
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101 | /** Values are interpolated along a spline, resulting in smoother changes in direction. */ |
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102 | IM_SPLINE |
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103 | }; |
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104 | |
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105 | /** The types of rotational interpolation available. */ |
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106 | enum RotationInterpolationMode |
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107 | { |
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108 | /** Values are interpolated linearly. This is faster but does not |
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109 | necessarily give a completely accurate result. |
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110 | */ |
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111 | RIM_LINEAR, |
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112 | /** Values are interpolated spherically. This is more accurate but |
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113 | has a higher cost. |
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114 | */ |
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115 | RIM_SPHERICAL |
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116 | }; |
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117 | /** You should not use this constructor directly, use the parent object such as Skeleton instead. |
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118 | @param name The name of the animation, should be unique within it's parent (e.g. Skeleton) |
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119 | @param length The length of the animation in seconds. |
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120 | */ |
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121 | Animation(const String& name, Real length); |
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122 | virtual ~Animation(); |
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123 | |
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124 | /** Gets the name of this animation. */ |
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125 | const String& getName(void) const; |
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126 | |
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127 | /** Gets the total length of the animation. */ |
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128 | Real getLength(void) const; |
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129 | |
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130 | /** Sets the length of the animation. |
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131 | @note Changing the length of an animation may invalidate existing AnimationState |
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132 | instances which will need to be recreated. |
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133 | */ |
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134 | void setLength(Real len); |
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135 | |
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136 | /** Creates a NodeAnimationTrack for animating a Node. |
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137 | @param handle Handle to give the track, used for accessing the track later. |
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138 | Must be unique within this Animation. |
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139 | */ |
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140 | NodeAnimationTrack* createNodeTrack(unsigned short handle); |
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141 | |
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142 | /** Creates a NumericAnimationTrack for animating any numeric value. |
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143 | @param handle Handle to give the track, used for accessing the track later. |
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144 | Must be unique within this Animation. |
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145 | */ |
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146 | NumericAnimationTrack* createNumericTrack(unsigned short handle); |
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147 | |
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148 | /** Creates a VertexAnimationTrack for animating vertex position data. |
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149 | @param handle Handle to give the track, used for accessing the track later. |
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150 | Must be unique within this Animation, and is used to identify the target. For example |
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151 | when applied to a Mesh, the handle must reference the index of the geometry being |
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152 | modified; 0 for the shared geometry, and 1+ for SubMesh geometry with the same index-1. |
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153 | @param animType Either morph or pose animation, |
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154 | */ |
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155 | VertexAnimationTrack* createVertexTrack(unsigned short handle, VertexAnimationType animType); |
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156 | |
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157 | /** Creates a new AnimationTrack automatically associated with a Node. |
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158 | @remarks |
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159 | This method creates a standard AnimationTrack, but also associates it with a |
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160 | target Node which will receive all keyframe effects. |
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161 | @param handle Numeric handle to give the track, used for accessing the track later. |
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162 | Must be unique within this Animation. |
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163 | @param node A pointer to the Node object which will be affected by this track |
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164 | */ |
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165 | NodeAnimationTrack* createNodeTrack(unsigned short handle, Node* node); |
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166 | |
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167 | /** Creates a NumericAnimationTrack and associates it with an animable. |
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168 | @param handle Handle to give the track, used for accessing the track later. |
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169 | @param anim Animable object link |
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170 | Must be unique within this Animation. |
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171 | */ |
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172 | NumericAnimationTrack* createNumericTrack(unsigned short handle, |
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173 | const AnimableValuePtr& anim); |
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174 | |
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175 | /** Creates a VertexAnimationTrack and associates it with VertexData. |
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176 | @param handle Handle to give the track, used for accessing the track later. |
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177 | @param data VertexData object link |
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178 | @param animType The animation type |
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179 | Must be unique within this Animation. |
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180 | */ |
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181 | VertexAnimationTrack* createVertexTrack(unsigned short handle, |
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182 | VertexData* data, VertexAnimationType animType); |
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183 | |
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184 | /** Gets the number of NodeAnimationTrack objects contained in this animation. */ |
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185 | unsigned short getNumNodeTracks(void) const; |
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186 | |
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187 | /** Gets a node track by it's handle. */ |
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188 | NodeAnimationTrack* getNodeTrack(unsigned short handle) const; |
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189 | |
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190 | /** Does a track exist with the given handle? */ |
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191 | bool hasNodeTrack(unsigned short handle) const; |
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192 | |
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193 | /** Gets the number of NumericAnimationTrack objects contained in this animation. */ |
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194 | unsigned short getNumNumericTracks(void) const; |
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195 | |
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196 | /** Gets a numeric track by it's handle. */ |
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197 | NumericAnimationTrack* getNumericTrack(unsigned short handle) const; |
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198 | |
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199 | /** Does a track exist with the given handle? */ |
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200 | bool hasNumericTrack(unsigned short handle) const; |
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201 | |
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202 | /** Gets the number of VertexAnimationTrack objects contained in this animation. */ |
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203 | unsigned short getNumVertexTracks(void) const; |
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204 | |
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205 | /** Gets a Vertex track by it's handle. */ |
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206 | VertexAnimationTrack* getVertexTrack(unsigned short handle) const; |
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207 | |
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208 | /** Does a track exist with the given handle? */ |
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209 | bool hasVertexTrack(unsigned short handle) const; |
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210 | |
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211 | /** Destroys the node track with the given handle. */ |
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212 | void destroyNodeTrack(unsigned short handle); |
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213 | |
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214 | /** Destroys the numeric track with the given handle. */ |
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215 | void destroyNumericTrack(unsigned short handle); |
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216 | |
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217 | /** Destroys the Vertex track with the given handle. */ |
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218 | void destroyVertexTrack(unsigned short handle); |
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219 | |
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220 | /** Removes and destroys all tracks making up this animation. */ |
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221 | void destroyAllTracks(void); |
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222 | |
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223 | /** Removes and destroys all tracks making up this animation. */ |
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224 | void destroyAllNodeTracks(void); |
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225 | /** Removes and destroys all tracks making up this animation. */ |
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226 | void destroyAllNumericTracks(void); |
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227 | /** Removes and destroys all tracks making up this animation. */ |
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228 | void destroyAllVertexTracks(void); |
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229 | |
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230 | /** Applies an animation given a specific time point and weight. |
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231 | @remarks |
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232 | Where you have associated animation tracks with objects, you can easily apply |
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233 | an animation to those objects by calling this method. |
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234 | @param timePos The time position in the animation to apply. |
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235 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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236 | other animations. |
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237 | @param scale The scale to apply to translations and scalings, useful for |
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238 | adapting an animation to a different size target. |
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239 | */ |
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240 | void apply(Real timePos, Real weight = 1.0, Real scale = 1.0f); |
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241 | |
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242 | /** Applies all node tracks given a specific time point and weight to the specified node. |
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243 | @remarks |
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244 | It does not consider the actual node tracks are attached to. |
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245 | As such, it resembles the apply method for a given skeleton (see below). |
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246 | @param timePos The time position in the animation to apply. |
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247 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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248 | other animations. |
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249 | @param scale The scale to apply to translations and scalings, useful for |
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250 | adapting an animation to a different size target. |
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251 | */ |
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252 | void applyToNode(Node* node, Real timePos, Real weight = 1.0, Real scale = 1.0f); |
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253 | |
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254 | /** Applies all node tracks given a specific time point and weight to a given skeleton. |
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255 | @remarks |
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256 | Where you have associated animation tracks with Node objects, you can easily apply |
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257 | an animation to those nodes by calling this method. |
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258 | @param timePos The time position in the animation to apply. |
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259 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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260 | other animations. |
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261 | @param scale The scale to apply to translations and scalings, useful for |
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262 | adapting an animation to a different size target. |
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263 | */ |
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264 | void apply(Skeleton* skeleton, Real timePos, Real weight = 1.0, Real scale = 1.0f); |
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265 | |
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266 | /** Applies all node tracks given a specific time point and weight to a given skeleton. |
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267 | @remarks |
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268 | Where you have associated animation tracks with Node objects, you can easily apply |
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269 | an animation to those nodes by calling this method. |
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270 | @param timePos The time position in the animation to apply. |
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271 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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272 | other animations. |
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273 | @param blendMask The influence array defining additional per bone weights. These will |
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274 | be modulated with the weight factor. |
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275 | @param scale The scale to apply to translations and scalings, useful for |
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276 | adapting an animation to a different size target. |
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277 | */ |
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278 | void apply(Skeleton* skeleton, Real timePos, float weight, |
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279 | const AnimationState::BoneBlendMask* blendMask, Real scale); |
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280 | |
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281 | /** Applies all vertex tracks given a specific time point and weight to a given entity. |
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282 | @param entity The Entity to which this animation should be applied |
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283 | @param timePos The time position in the animation to apply. |
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284 | @param weight The weight at which the animation should be applied |
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285 | (only affects pose animation) |
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286 | @param software Whether to populate the software morph vertex data |
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287 | @param hardware Whether to populate the hardware morph vertex data |
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288 | */ |
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289 | void apply(Entity* entity, Real timePos, Real weight, bool software, |
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290 | bool hardware); |
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291 | |
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292 | /** Applies all numeric tracks given a specific time point and weight to the specified animable value. |
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293 | @remarks |
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294 | It does not applies to actual attached animable values but rather uses all tracks for a single animable value. |
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295 | @param timePos The time position in the animation to apply. |
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296 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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297 | other animations. |
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298 | @param scale The scale to apply to translations and scalings, useful for |
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299 | adapting an animation to a different size target. |
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300 | */ |
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301 | void applyToAnimable(const AnimableValuePtr& anim, Real timePos, Real weight = 1.0, Real scale = 1.0f); |
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302 | |
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303 | /** Applies all vertex tracks given a specific time point and weight to the specified vertex data. |
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304 | @remarks |
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305 | It does not apply to the actual attached vertex data but rather uses all tracks for a given vertex data. |
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306 | @param timePos The time position in the animation to apply. |
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307 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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308 | other animations. |
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309 | */ |
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310 | void applyToVertexData(VertexData* data, Real timePos, Real weight = 1.0); |
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311 | |
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312 | /** Tells the animation how to interpolate between keyframes. |
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313 | @remarks |
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314 | By default, animations normally interpolate linearly between keyframes. This is |
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315 | fast, but when animations include quick changes in direction it can look a little |
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316 | unnatural because directions change instantly at keyframes. An alternative is to |
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317 | tell the animation to interpolate along a spline, which is more expensive in terms |
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318 | of calculation time, but looks smoother because major changes in direction are |
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319 | distributed around the keyframes rather than just at the keyframe. |
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320 | @par |
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321 | You can also change the default animation behaviour by calling |
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322 | Animation::setDefaultInterpolationMode. |
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323 | */ |
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324 | void setInterpolationMode(InterpolationMode im); |
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325 | |
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326 | /** Gets the current interpolation mode of this animation. |
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327 | @remarks |
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328 | See setInterpolationMode for more info. |
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329 | */ |
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330 | InterpolationMode getInterpolationMode(void) const; |
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331 | /** Tells the animation how to interpolate rotations. |
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332 | @remarks |
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333 | By default, animations interpolate linearly between rotations. This |
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334 | is fast but not necessarily completely accurate. If you want more |
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335 | accurate interpolation, use spherical interpolation, but be aware |
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336 | that it will incur a higher cost. |
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337 | @par |
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338 | You can also change the default rotation behaviour by calling |
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339 | Animation::setDefaultRotationInterpolationMode. |
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340 | */ |
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341 | void setRotationInterpolationMode(RotationInterpolationMode im); |
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342 | |
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343 | /** Gets the current rotation interpolation mode of this animation. |
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344 | @remarks |
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345 | See setRotationInterpolationMode for more info. |
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346 | */ |
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347 | RotationInterpolationMode getRotationInterpolationMode(void) const; |
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348 | |
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349 | // Methods for setting the defaults |
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350 | /** Sets the default animation interpolation mode. |
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351 | @remarks |
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352 | Every animation created after this option is set will have the new interpolation |
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353 | mode specified. You can also change the mode per animation by calling the |
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354 | setInterpolationMode method on the instance in question. |
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355 | */ |
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356 | static void setDefaultInterpolationMode(InterpolationMode im); |
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357 | |
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358 | /** Gets the default interpolation mode for all animations. */ |
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359 | static InterpolationMode getDefaultInterpolationMode(void); |
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360 | |
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361 | /** Sets the default rotation interpolation mode. |
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362 | @remarks |
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363 | Every animation created after this option is set will have the new interpolation |
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364 | mode specified. You can also change the mode per animation by calling the |
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365 | setInterpolationMode method on the instance in question. |
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366 | */ |
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367 | static void setDefaultRotationInterpolationMode(RotationInterpolationMode im); |
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368 | |
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369 | /** Gets the default rotation interpolation mode for all animations. */ |
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370 | static RotationInterpolationMode getDefaultRotationInterpolationMode(void); |
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371 | |
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372 | typedef map<unsigned short, NodeAnimationTrack*>::type NodeTrackList; |
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373 | typedef ConstMapIterator<NodeTrackList> NodeTrackIterator; |
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374 | |
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375 | typedef map<unsigned short, NumericAnimationTrack*>::type NumericTrackList; |
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376 | typedef ConstMapIterator<NumericTrackList> NumericTrackIterator; |
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377 | |
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378 | typedef map<unsigned short, VertexAnimationTrack*>::type VertexTrackList; |
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379 | typedef ConstMapIterator<VertexTrackList> VertexTrackIterator; |
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380 | |
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381 | /// Fast access to NON-UPDATEABLE node track list |
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382 | const NodeTrackList& _getNodeTrackList(void) const; |
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383 | |
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384 | /// Get non-updateable iterator over node tracks |
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385 | NodeTrackIterator getNodeTrackIterator(void) const |
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386 | { return NodeTrackIterator(mNodeTrackList.begin(), mNodeTrackList.end()); } |
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387 | |
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388 | /// Fast access to NON-UPDATEABLE numeric track list |
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389 | const NumericTrackList& _getNumericTrackList(void) const; |
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390 | |
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391 | /// Get non-updateable iterator over node tracks |
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392 | NumericTrackIterator getNumericTrackIterator(void) const |
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393 | { return NumericTrackIterator(mNumericTrackList.begin(), mNumericTrackList.end()); } |
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394 | |
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395 | /// Fast access to NON-UPDATEABLE Vertex track list |
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396 | const VertexTrackList& _getVertexTrackList(void) const; |
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397 | |
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398 | /// Get non-updateable iterator over node tracks |
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399 | VertexTrackIterator getVertexTrackIterator(void) const |
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400 | { return VertexTrackIterator(mVertexTrackList.begin(), mVertexTrackList.end()); } |
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401 | |
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402 | /** Optimise an animation by removing unnecessary tracks and keyframes. |
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403 | @remarks |
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404 | When you export an animation, it is possible that certain tracks |
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405 | have been keyframed but actually don't include anything useful - the |
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406 | keyframes include no transformation. These tracks can be completely |
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407 | eliminated from the animation and thus speed up the animation. |
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408 | In addition, if several keyframes in a row have the same value, |
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409 | then they are just adding overhead and can be removed. |
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410 | @note |
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411 | Since track-less and identity track has difference behavior for |
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412 | accumulate animation blending if corresponding track presenting at |
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413 | other animation that is non-identity, and in normally this method |
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414 | didn't known about the situation of other animation, it can't deciding |
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415 | whether or not discards identity tracks. So there have a parameter |
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416 | allow you choose what you want, in case you aren't sure how to do that, |
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417 | you should use Skeleton::optimiseAllAnimations instead. |
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418 | @param |
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419 | discardIdentityNodeTracks If true, discard identity node tracks. |
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420 | */ |
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421 | void optimise(bool discardIdentityNodeTracks = true); |
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422 | |
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423 | /// A list of track handles |
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424 | typedef set<ushort>::type TrackHandleList; |
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425 | |
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426 | /** Internal method for collecting identity node tracks. |
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427 | @remarks |
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428 | This method remove non-identity node tracks form the track handle list. |
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429 | @param |
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430 | tracks A list of track handle of non-identity node tracks, where this |
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431 | method will remove non-identity node track handles. |
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432 | */ |
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433 | void _collectIdentityNodeTracks(TrackHandleList& tracks) const; |
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434 | |
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435 | /** Internal method for destroy given node tracks. |
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436 | */ |
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437 | void _destroyNodeTracks(const TrackHandleList& tracks); |
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438 | |
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439 | /** Clone this animation. |
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440 | @note |
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441 | The pointer returned from this method is the only one recorded, |
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442 | thus it is up to the caller to arrange for the deletion of this |
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443 | object. |
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444 | */ |
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445 | Animation* clone(const String& newName) const; |
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446 | |
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447 | /** Internal method used to tell the animation that keyframe list has been |
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448 | changed, which may cause it to rebuild some internal data */ |
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449 | void _keyFrameListChanged(void) { mKeyFrameTimesDirty = true; } |
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450 | |
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451 | /** Internal method used to convert time position to time index object. |
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452 | @note |
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453 | The time index returns by this function are associated with state of |
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454 | the animation object, if the animation object altered (e.g. create/remove |
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455 | keyframe or track), all related time index will invalidated. |
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456 | @param timePos The time position. |
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457 | @return The time index object which contains wrapped time position (in |
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458 | relation to the whole animation sequence) and lower bound index of |
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459 | global keyframe time list. |
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460 | */ |
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461 | TimeIndex _getTimeIndex(Real timePos) const; |
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462 | |
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463 | /** Sets a base keyframe which for the skeletal / pose keyframes |
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464 | in this animation. |
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465 | @remarks |
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466 | Skeletal and pose animation keyframes are expressed as deltas from a |
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467 | given base state. By default, that is the binding setup of the skeleton, |
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468 | or the object space mesh positions for pose animation. However, sometimes |
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469 | it is useful for animators to create animations with a different starting |
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470 | pose, because that's more convenient, and the animation is designed to |
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471 | simply be added to the existing animation state and not globally averaged |
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472 | with other animations (this is always the case with pose animations, but |
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473 | is activated for skeletal animations via ANIMBLEND_CUMULATIVE). |
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474 | @par |
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475 | In order for this to work, the keyframes need to be 're-based' against |
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476 | this new starting state, for example by treating the first keyframe as |
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477 | the reference point (and therefore representing no change). This can |
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478 | be achieved by applying the inverse of this reference keyframe against |
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479 | all other keyframes. Since this fundamentally changes the animation, |
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480 | this method just marks the animation as requiring this rebase, which |
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481 | is performed at the next Animation 'apply' call. This is to allow the |
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482 | Animation to be re-saved with this flag set, but without having altered |
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483 | the keyframes yet, so no data is lost unintentionally. If you wish to |
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484 | save the animation after the adjustment has taken place, you can |
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485 | (@see _applyBaseKeyFrame) |
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486 | @param useBaseKeyFrame Whether a base keyframe should be used |
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487 | @param keyframeTime The time corresponding to the base keyframe, if any |
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488 | @param baseAnimName Optionally a different base animation (must contain the same tracks) |
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489 | */ |
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490 | void setUseBaseKeyFrame(bool useBaseKeyFrame, Real keyframeTime = 0.0f, const String& baseAnimName = StringUtil::BLANK); |
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491 | /** Whether a base keyframe is being used for this Animation. */ |
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492 | bool getUseBaseKeyFrame() const; |
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493 | /** If a base keyframe is being used, the time of that keyframe. */ |
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494 | Real getBaseKeyFrameTime() const; |
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495 | /** If a base keyframe is being used, the Animation that provides that keyframe. */ |
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496 | const String& getBaseKeyFrameAnimationName() const; |
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497 | |
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498 | /// Internal method to adjust keyframes relative to a base keyframe (@see setUseBaseKeyFrame) */ |
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499 | void _applyBaseKeyFrame(); |
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500 | |
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501 | void _notifyContainer(AnimationContainer* c); |
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502 | /** Retrieve the container of this animation. */ |
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503 | AnimationContainer* getContainer(); |
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504 | |
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505 | protected: |
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506 | /// Node tracks, indexed by handle |
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507 | NodeTrackList mNodeTrackList; |
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508 | /// Numeric tracks, indexed by handle |
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509 | NumericTrackList mNumericTrackList; |
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510 | /// Vertex tracks, indexed by handle |
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511 | VertexTrackList mVertexTrackList; |
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512 | String mName; |
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513 | |
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514 | Real mLength; |
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515 | |
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516 | InterpolationMode mInterpolationMode; |
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517 | RotationInterpolationMode mRotationInterpolationMode; |
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518 | |
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519 | static InterpolationMode msDefaultInterpolationMode; |
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520 | static RotationInterpolationMode msDefaultRotationInterpolationMode; |
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521 | |
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522 | /// Global keyframe time list used to search global keyframe index. |
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523 | typedef vector<Real>::type KeyFrameTimeList; |
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524 | mutable KeyFrameTimeList mKeyFrameTimes; |
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525 | /// Dirty flag indicate that keyframe time list need to rebuild |
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526 | mutable bool mKeyFrameTimesDirty; |
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527 | |
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528 | bool mUseBaseKeyFrame; |
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529 | Real mBaseKeyFrameTime; |
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530 | String mBaseKeyFrameAnimationName; |
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531 | AnimationContainer* mContainer; |
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532 | |
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533 | void optimiseNodeTracks(bool discardIdentityTracks); |
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534 | void optimiseVertexTracks(void); |
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535 | |
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536 | /// Internal method to build global keyframe time list |
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537 | void buildKeyFrameTimeList(void) const; |
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538 | }; |
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539 | |
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540 | /** @} */ |
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541 | /** @} */ |
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542 | } // namespace Ogre |
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543 | |
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544 | #include "OgreHeaderSuffix.h" |
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545 | |
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546 | #endif // __Animation_H__ |
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547 | |
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