[148] | 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 __AnimationTrack_H__ |
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| 30 | #define __AnimationTrack_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreSimpleSpline.h" |
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| 34 | #include "OgreRotationalSpline.h" |
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| 35 | #include "OgreKeyFrame.h" |
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| 36 | #include "OgreAnimable.h" |
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| 37 | #include "OgrePose.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 | { |
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| 42 | /** \addtogroup Core |
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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 | /** Time index object used to search keyframe at the given position. |
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| 49 | */ |
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| 50 | class _OgreExport TimeIndex |
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| 51 | { |
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| 52 | protected: |
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| 53 | /** The time position (in relation to the whole animation sequence) |
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| 54 | */ |
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| 55 | Real mTimePos; |
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| 56 | /** The global keyframe index (in relation to the whole animation sequence) |
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| 57 | that used to convert to local keyframe index, or INVALID_KEY_INDEX which |
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| 58 | means global keyframe index unavailable, and then slight slow method will |
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| 59 | used to search local keyframe index. |
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| 60 | */ |
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| 61 | uint mKeyIndex; |
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| 62 | |
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| 63 | /** Indicate it's an invalid global keyframe index. |
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| 64 | */ |
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| 65 | static const uint INVALID_KEY_INDEX = (uint)-1; |
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| 66 | |
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| 67 | public: |
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| 68 | /** Construct time index object by the given time position. |
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| 69 | */ |
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| 70 | TimeIndex(Real timePos) |
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| 71 | : mTimePos(timePos) |
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| 72 | , mKeyIndex(INVALID_KEY_INDEX) |
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| 73 | { |
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| 74 | } |
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| 75 | |
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| 76 | /** Construct time index object by the given time position and |
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| 77 | global keyframe index. |
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| 78 | @note In normally, you don't need to use this constructor directly, use |
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| 79 | Animation::_getTimeIndex instead. |
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| 80 | */ |
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| 81 | TimeIndex(Real timePos, uint keyIndex) |
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| 82 | : mTimePos(timePos) |
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| 83 | , mKeyIndex(keyIndex) |
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| 84 | { |
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| 85 | } |
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| 86 | |
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| 87 | bool hasKeyIndex(void) const |
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| 88 | { |
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| 89 | return mKeyIndex != INVALID_KEY_INDEX; |
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| 90 | } |
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| 91 | |
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| 92 | Real getTimePos(void) const |
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| 93 | { |
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| 94 | return mTimePos; |
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| 95 | } |
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| 96 | |
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| 97 | uint getKeyIndex(void) const |
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| 98 | { |
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| 99 | return mKeyIndex; |
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| 100 | } |
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| 101 | }; |
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| 102 | |
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| 103 | /** A 'track' in an animation sequence, i.e. a sequence of keyframes which affect a |
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| 104 | certain type of animable object. |
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| 105 | @remarks |
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| 106 | This class is intended as a base for more complete classes which will actually |
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| 107 | animate specific types of object, e.g. a bone in a skeleton to affect |
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| 108 | skeletal animation. An animation will likely include multiple tracks each of which |
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| 109 | can be made up of many KeyFrame instances. Note that the use of tracks allows each animable |
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| 110 | object to have it's own number of keyframes, i.e. you do not have to have the |
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| 111 | maximum number of keyframes for all animable objects just to cope with the most |
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| 112 | animated one. |
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| 113 | @remarks |
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| 114 | Since the most common animable object is a Node, there are options in this class for associating |
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| 115 | the track with a Node which will receive keyframe updates automatically when the 'apply' method |
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| 116 | is called. |
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| 117 | @remarks |
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| 118 | By default rotation is done using shortest-path algorithm. |
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| 119 | It is possible to change this behaviour using |
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| 120 | setUseShortestRotationPath() method. |
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| 121 | */ |
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| 122 | class _OgreExport AnimationTrack : public AnimationAlloc |
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| 123 | { |
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| 124 | public: |
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| 125 | |
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| 126 | /** Listener allowing you to override certain behaviour of a track, |
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| 127 | for example to drive animation procedurally. |
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| 128 | */ |
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| 129 | class _OgreExport Listener |
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| 130 | { |
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| 131 | public: |
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| 132 | virtual ~Listener() {} |
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| 133 | |
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| 134 | /** Get an interpolated keyframe for this track at the given time. |
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| 135 | @return true if the KeyFrame was populated, false if not. |
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| 136 | */ |
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| 137 | virtual bool getInterpolatedKeyFrame(const AnimationTrack* t, const TimeIndex& timeIndex, KeyFrame* kf) = 0; |
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| 138 | }; |
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| 139 | |
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| 140 | /// Constructor |
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| 141 | AnimationTrack(Animation* parent, unsigned short handle); |
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| 142 | |
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| 143 | virtual ~AnimationTrack(); |
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| 144 | |
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| 145 | /** Get the handle associated with this track. */ |
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| 146 | unsigned short getHandle(void) const { return mHandle; } |
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| 147 | |
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| 148 | /** Returns the number of keyframes in this animation. */ |
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| 149 | virtual unsigned short getNumKeyFrames(void) const; |
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| 150 | |
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| 151 | /** Returns the KeyFrame at the specified index. */ |
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| 152 | virtual KeyFrame* getKeyFrame(unsigned short index) const; |
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| 153 | |
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| 154 | /** Gets the 2 KeyFrame objects which are active at the time given, and the blend value between them. |
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| 155 | @remarks |
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| 156 | At any point in time in an animation, there are either 1 or 2 keyframes which are 'active', |
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| 157 | 1 if the time index is exactly on a keyframe, 2 at all other times i.e. the keyframe before |
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| 158 | and the keyframe after. |
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| 159 | @par |
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| 160 | This method returns those keyframes given a time index, and also returns a parametric |
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| 161 | value indicating the value of 't' representing where the time index falls between them. |
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| 162 | E.g. if it returns 0, the time index is exactly on keyFrame1, if it returns 0.5 it is |
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| 163 | half way between keyFrame1 and keyFrame2 etc. |
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| 164 | @param timeIndex The time index. |
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| 165 | @param keyFrame1 Pointer to a KeyFrame pointer which will receive the pointer to the |
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| 166 | keyframe just before or at this time index. |
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| 167 | @param keyFrame2 Pointer to a KeyFrame pointer which will receive the pointer to the |
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| 168 | keyframe just after this time index. |
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| 169 | @param firstKeyIndex Pointer to an unsigned short which, if supplied, will receive the |
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| 170 | index of the 'from' keyframe in case the caller needs it. |
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| 171 | @return Parametric value indicating how far along the gap between the 2 keyframes the timeIndex |
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| 172 | 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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| 173 | value is: 0.0 <= returnValue < 1.0 . |
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| 174 | */ |
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| 175 | virtual Real getKeyFramesAtTime(const TimeIndex& timeIndex, KeyFrame** keyFrame1, KeyFrame** keyFrame2, |
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| 176 | unsigned short* firstKeyIndex = 0) const; |
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| 177 | |
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| 178 | /** Creates a new KeyFrame and adds it to this animation at the given time index. |
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| 179 | @remarks |
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| 180 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 181 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 182 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 183 | @param timePos The time from which this KeyFrame will apply. |
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| 184 | */ |
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| 185 | virtual KeyFrame* createKeyFrame(Real timePos); |
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| 186 | |
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| 187 | /** Removes a KeyFrame by it's index. */ |
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| 188 | virtual void removeKeyFrame(unsigned short index); |
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| 189 | |
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| 190 | /** Removes all the KeyFrames from this track. */ |
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| 191 | virtual void removeAllKeyFrames(void); |
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| 192 | |
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| 193 | |
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| 194 | /** Gets a KeyFrame object which contains the interpolated transforms at the time index specified. |
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| 195 | @remarks |
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| 196 | The KeyFrame objects held by this class are transformation snapshots at |
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| 197 | discrete points in time. Normally however, you want to interpolate between these |
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| 198 | keyframes to produce smooth movement, and this method allows you to do this easily. |
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| 199 | In animation terminology this is called 'tweening'. |
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| 200 | @param timeIndex The time (in relation to the whole animation sequence) |
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| 201 | @param kf Keyframe object to store results |
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| 202 | */ |
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| 203 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const = 0; |
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| 204 | |
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| 205 | /** Applies an animation track to the designated target. |
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| 206 | @param timeIndex The time position in the animation to apply. |
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| 207 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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| 208 | other animations. |
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| 209 | @param scale The scale to apply to translations and scalings, useful for |
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| 210 | adapting an animation to a different size target. |
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| 211 | */ |
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| 212 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f) = 0; |
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| 213 | |
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| 214 | /** Internal method used to tell the track that keyframe data has been |
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| 215 | changed, which may cause it to rebuild some internal data. */ |
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| 216 | virtual void _keyFrameDataChanged(void) const {} |
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| 217 | |
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| 218 | /** Method to determine if this track has any KeyFrames which are |
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| 219 | doing anything useful - can be used to determine if this track |
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| 220 | can be optimised out. |
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| 221 | */ |
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| 222 | virtual bool hasNonZeroKeyFrames(void) const { return true; } |
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| 223 | |
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| 224 | /** Optimise the current track by removing any duplicate keyframes. */ |
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| 225 | virtual void optimise(void) {} |
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| 226 | |
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| 227 | /** Internal method to collect keyframe times, in unique, ordered format. */ |
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| 228 | virtual void _collectKeyFrameTimes(vector<Real>::type& keyFrameTimes); |
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| 229 | |
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| 230 | /** Internal method to build keyframe time index map to translate global lower |
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| 231 | bound index to local lower bound index. */ |
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| 232 | virtual void _buildKeyFrameIndexMap(const vector<Real>::type& keyFrameTimes); |
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| 233 | |
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| 234 | /** Internal method to re-base the keyframes relative to a given keyframe. */ |
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| 235 | virtual void _applyBaseKeyFrame(const KeyFrame* base) {} |
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| 236 | |
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| 237 | /** Set a listener for this track. */ |
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| 238 | virtual void setListener(Listener* l) { mListener = l; } |
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| 239 | |
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| 240 | /** Returns the parent Animation object for this track. */ |
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| 241 | Animation *getParent() const { return mParent; } |
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| 242 | protected: |
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| 243 | typedef vector<KeyFrame*>::type KeyFrameList; |
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| 244 | KeyFrameList mKeyFrames; |
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| 245 | Animation* mParent; |
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| 246 | unsigned short mHandle; |
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| 247 | Listener* mListener; |
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| 248 | |
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| 249 | /// Map used to translate global keyframe time lower bound index to local lower bound index |
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| 250 | typedef vector<ushort>::type KeyFrameIndexMap; |
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| 251 | KeyFrameIndexMap mKeyFrameIndexMap; |
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| 252 | |
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| 253 | /// Create a keyframe implementation - must be overridden |
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| 254 | virtual KeyFrame* createKeyFrameImpl(Real time) = 0; |
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| 255 | |
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| 256 | /// Internal method for clone implementation |
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| 257 | virtual void populateClone(AnimationTrack* clone) const; |
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| 258 | |
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| 259 | |
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| 260 | |
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| 261 | }; |
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| 262 | |
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| 263 | /** Specialised AnimationTrack for dealing with generic animable values. |
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| 264 | */ |
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| 265 | class _OgreExport NumericAnimationTrack : public AnimationTrack |
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| 266 | { |
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| 267 | public: |
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| 268 | /// Constructor |
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| 269 | NumericAnimationTrack(Animation* parent, unsigned short handle); |
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| 270 | /// Constructor, associates with an AnimableValue |
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| 271 | NumericAnimationTrack(Animation* parent, unsigned short handle, |
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| 272 | AnimableValuePtr& target); |
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| 273 | |
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| 274 | /** Creates a new KeyFrame and adds it to this animation at the given time index. |
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| 275 | @remarks |
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| 276 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 277 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 278 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 279 | @param timePos The time from which this KeyFrame will apply. |
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| 280 | */ |
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| 281 | virtual NumericKeyFrame* createNumericKeyFrame(Real timePos); |
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| 282 | |
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| 283 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame |
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| 284 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; |
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| 285 | |
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| 286 | /// @copydoc AnimationTrack::apply |
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| 287 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); |
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| 288 | |
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| 289 | /** Applies an animation track to a given animable value. |
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| 290 | @param anim The AnimableValue to which to apply the animation |
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| 291 | @param timeIndex The time position in the animation to apply. |
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| 292 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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| 293 | other animations. |
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| 294 | @param scale The scale to apply to translations and scalings, useful for |
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| 295 | adapting an animation to a different size target. |
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| 296 | */ |
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| 297 | void applyToAnimable(const AnimableValuePtr& anim, const TimeIndex& timeIndex, |
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| 298 | Real weight = 1.0, Real scale = 1.0f); |
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| 299 | |
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| 300 | /** Returns a pointer to the associated animable object (if any). */ |
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| 301 | virtual const AnimableValuePtr& getAssociatedAnimable(void) const; |
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| 302 | |
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| 303 | /** Sets the associated animable object which will be automatically |
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| 304 | affected by calls to 'apply'. */ |
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| 305 | virtual void setAssociatedAnimable(const AnimableValuePtr& val); |
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| 306 | |
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| 307 | /** Returns the KeyFrame at the specified index. */ |
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| 308 | NumericKeyFrame* getNumericKeyFrame(unsigned short index) const; |
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| 309 | |
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| 310 | /** Clone this track (internal use only) */ |
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| 311 | NumericAnimationTrack* _clone(Animation* newParent) const; |
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| 312 | |
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| 313 | |
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| 314 | protected: |
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| 315 | /// Target to animate |
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| 316 | AnimableValuePtr mTargetAnim; |
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| 317 | |
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| 318 | /// @copydoc AnimationTrack::createKeyFrameImpl |
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| 319 | KeyFrame* createKeyFrameImpl(Real time); |
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| 320 | |
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| 321 | |
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| 322 | }; |
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| 323 | |
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| 324 | /** Specialised AnimationTrack for dealing with node transforms. |
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| 325 | */ |
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| 326 | class _OgreExport NodeAnimationTrack : public AnimationTrack |
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| 327 | { |
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| 328 | public: |
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| 329 | /// Constructor |
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| 330 | NodeAnimationTrack(Animation* parent, unsigned short handle); |
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| 331 | /// Constructor, associates with a Node |
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| 332 | NodeAnimationTrack(Animation* parent, unsigned short handle, |
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| 333 | Node* targetNode); |
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| 334 | /// Destructor |
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| 335 | virtual ~NodeAnimationTrack(); |
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| 336 | /** Creates a new KeyFrame and adds it to this animation at the given time index. |
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| 337 | @remarks |
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| 338 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 339 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 340 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 341 | @param timePos The time from which this KeyFrame will apply. |
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| 342 | */ |
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| 343 | virtual TransformKeyFrame* createNodeKeyFrame(Real timePos); |
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| 344 | /** Returns a pointer to the associated Node object (if any). */ |
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| 345 | virtual Node* getAssociatedNode(void) const; |
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| 346 | |
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| 347 | /** Sets the associated Node object which will be automatically affected by calls to 'apply'. */ |
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| 348 | virtual void setAssociatedNode(Node* node); |
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| 349 | |
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| 350 | /** As the 'apply' method but applies to a specified Node instead of associated node. */ |
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| 351 | virtual void applyToNode(Node* node, const TimeIndex& timeIndex, Real weight = 1.0, |
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| 352 | Real scale = 1.0f); |
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| 353 | |
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| 354 | /** Sets the method of rotation calculation */ |
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| 355 | virtual void setUseShortestRotationPath(bool useShortestPath); |
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| 356 | |
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| 357 | /** Gets the method of rotation calculation */ |
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| 358 | virtual bool getUseShortestRotationPath() const; |
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| 359 | |
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| 360 | /// @copydoc AnimationTrack::getInterpolatedKeyFrame |
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| 361 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; |
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| 362 | |
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| 363 | /// @copydoc AnimationTrack::apply |
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| 364 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); |
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| 365 | |
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| 366 | /// @copydoc AnimationTrack::_keyFrameDataChanged |
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| 367 | void _keyFrameDataChanged(void) const; |
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| 368 | |
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| 369 | /** Returns the KeyFrame at the specified index. */ |
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| 370 | virtual TransformKeyFrame* getNodeKeyFrame(unsigned short index) const; |
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| 371 | |
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| 372 | |
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| 373 | /** Method to determine if this track has any KeyFrames which are |
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| 374 | doing anything useful - can be used to determine if this track |
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| 375 | can be optimised out. |
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| 376 | */ |
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| 377 | virtual bool hasNonZeroKeyFrames(void) const; |
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| 378 | |
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| 379 | /** Optimise the current track by removing any duplicate keyframes. */ |
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| 380 | virtual void optimise(void); |
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| 381 | |
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| 382 | /** Clone this track (internal use only) */ |
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| 383 | NodeAnimationTrack* _clone(Animation* newParent) const; |
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| 384 | |
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| 385 | void _applyBaseKeyFrame(const KeyFrame* base); |
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| 386 | |
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| 387 | protected: |
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| 388 | /// Specialised keyframe creation |
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| 389 | KeyFrame* createKeyFrameImpl(Real time); |
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| 390 | // Flag indicating we need to rebuild the splines next time |
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| 391 | virtual void buildInterpolationSplines(void) const; |
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| 392 | |
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| 393 | // Struct for store splines, allocate on demand for better memory footprint |
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| 394 | struct Splines |
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| 395 | { |
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| 396 | SimpleSpline positionSpline; |
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| 397 | SimpleSpline scaleSpline; |
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| 398 | RotationalSpline rotationSpline; |
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| 399 | }; |
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| 400 | |
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| 401 | Node* mTargetNode; |
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| 402 | // Prebuilt splines, must be mutable since lazy-update in const method |
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| 403 | mutable Splines* mSplines; |
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| 404 | mutable bool mSplineBuildNeeded; |
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| 405 | /// Defines if rotation is done using shortest path |
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| 406 | mutable bool mUseShortestRotationPath ; |
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| 407 | }; |
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| 408 | |
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| 409 | /** Type of vertex animation. |
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| 410 | Vertex animation comes in 2 types, morph and pose. The reason |
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| 411 | for the 2 types is that we have 2 different potential goals - to encapsulate |
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| 412 | a complete, flowing morph animation with multiple keyframes (a typical animation, |
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| 413 | but implemented by having snapshots of the vertex data at each keyframe), |
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| 414 | or to represent a single pose change, for example a facial expression. |
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| 415 | Whilst both could in fact be implemented using the same system, we choose |
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| 416 | to separate them since the requirements and limitations of each are quite |
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| 417 | different. |
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| 418 | @par |
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| 419 | Morph animation is a simple approach where we have a whole series of |
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| 420 | snapshots of vertex data which must be interpolated, e.g. a running |
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| 421 | animation implemented as morph targets. Because this is based on simple |
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| 422 | snapshots, it's quite fast to use when animating an entire mesh because |
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| 423 | it's a simple linear change between keyframes. However, this simplistic |
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| 424 | approach does not support blending between multiple morph animations. |
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| 425 | If you need animation blending, you are advised to use skeletal animation |
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| 426 | for full-mesh animation, and pose animation for animation of subsets of |
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| 427 | meshes or where skeletal animation doesn't fit - for example facial animation. |
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| 428 | For animating in a vertex shader, morph animation is quite simple and |
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| 429 | just requires the 2 vertex buffers (one the original position buffer) |
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| 430 | of absolute position data, and an interpolation factor. Each track in |
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| 431 | a morph animation references a unique set of vertex data. |
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| 432 | @par |
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| 433 | Pose animation is more complex. Like morph animation each track references |
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| 434 | a single unique set of vertex data, but unlike morph animation, each |
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| 435 | keyframe references 1 or more 'poses', each with an influence level. |
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| 436 | A pose is a series of offsets to the base vertex data, and may be sparse - ie it |
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| 437 | may not reference every vertex. Because they're offsets, they can be |
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| 438 | blended - both within a track and between animations. This set of features |
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| 439 | is very well suited to facial animation. |
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| 440 | @par |
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| 441 | For example, let's say you modelled a face (one set of vertex data), and |
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| 442 | defined a set of poses which represented the various phonetic positions |
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| 443 | of the face. You could then define an animation called 'SayHello', containing |
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| 444 | a single track which referenced the face vertex data, and which included |
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| 445 | a series of keyframes, each of which referenced one or more of the facial |
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| 446 | positions at different influence levels - the combination of which over |
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| 447 | time made the face form the shapes required to say the word 'hello'. Since |
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| 448 | the poses are only stored once, but can be referenced may times in |
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| 449 | many animations, this is a very powerful way to build up a speech system. |
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| 450 | @par |
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| 451 | The downside of pose animation is that it can be more difficult to set up. |
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| 452 | Also, since it uses more buffers (one for the base data, and one for each |
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| 453 | active pose), if you're animating in hardware using vertex shaders you need |
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| 454 | to keep an eye on how many poses you're blending at once. You define a |
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| 455 | maximum supported number in your vertex program definition, see the |
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| 456 | includes_pose_animation material script entry. |
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| 457 | @par |
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| 458 | So, by partitioning the vertex animation approaches into 2, we keep the |
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| 459 | simple morph technique easy to use, whilst still allowing all |
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| 460 | the powerful techniques to be used. Note that morph animation cannot |
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| 461 | be blended with other types of vertex animation (pose animation or other |
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| 462 | morph animation); pose animation can be blended with other pose animation |
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| 463 | though, and both types can be combined with skeletal animation. Also note |
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| 464 | that all morph animation can be expressed as pose animation, but not vice |
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| 465 | versa. |
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| 466 | */ |
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| 467 | enum VertexAnimationType |
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| 468 | { |
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| 469 | /// No animation |
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| 470 | VAT_NONE = 0, |
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| 471 | /// Morph animation is made up of many interpolated snapshot keyframes |
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| 472 | VAT_MORPH = 1, |
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| 473 | /// Pose animation is made up of a single delta pose keyframe |
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| 474 | VAT_POSE = 2 |
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| 475 | }; |
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| 476 | |
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| 477 | /** Specialised AnimationTrack for dealing with changing vertex position information. |
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| 478 | @see VertexAnimationType |
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| 479 | */ |
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| 480 | class _OgreExport VertexAnimationTrack : public AnimationTrack |
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| 481 | { |
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| 482 | public: |
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| 483 | /** The target animation mode */ |
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| 484 | enum TargetMode |
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| 485 | { |
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| 486 | /// Interpolate vertex positions in software |
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| 487 | TM_SOFTWARE, |
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| 488 | /** Bind keyframe 1 to position, and keyframe 2 to a texture coordinate |
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| 489 | for interpolation in hardware */ |
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| 490 | TM_HARDWARE |
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| 491 | }; |
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| 492 | /// Constructor |
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| 493 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType); |
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| 494 | /// Constructor, associates with target VertexData and temp buffer (for software) |
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| 495 | VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType, |
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| 496 | VertexData* targetData, TargetMode target = TM_SOFTWARE); |
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| 497 | |
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| 498 | /** Get the type of vertex animation we're performing. */ |
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| 499 | VertexAnimationType getAnimationType(void) const { return mAnimationType; } |
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| 500 | |
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| 501 | /** Whether the vertex animation (if present) includes normals */ |
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| 502 | bool getVertexAnimationIncludesNormals() const; |
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| 503 | |
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| 504 | /** Creates a new morph KeyFrame and adds it to this animation at the given time index. |
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| 505 | @remarks |
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| 506 | It is better to create KeyFrames in time order. Creating them out of order can result |
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| 507 | in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created |
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| 508 | for you, so you don't need to create this one, just access it using getKeyFrame(0); |
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| 509 | @param timePos The time from which this KeyFrame will apply. |
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| 510 | */ |
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| 511 | virtual VertexMorphKeyFrame* createVertexMorphKeyFrame(Real timePos); |
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| 512 | |
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| 513 | /** Creates the single pose KeyFrame and adds it to this animation. |
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| 514 | */ |
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| 515 | virtual VertexPoseKeyFrame* createVertexPoseKeyFrame(Real timePos); |
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| 516 | |
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| 517 | /** @copydoc AnimationTrack::getInterpolatedKeyFrame |
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| 518 | */ |
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| 519 | virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; |
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| 520 | |
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| 521 | /// @copydoc AnimationTrack::apply |
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| 522 | virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); |
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| 523 | |
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| 524 | /** As the 'apply' method but applies to specified VertexData instead of |
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| 525 | associated data. */ |
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| 526 | virtual void applyToVertexData(VertexData* data, |
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| 527 | const TimeIndex& timeIndex, Real weight = 1.0, |
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| 528 | const PoseList* poseList = 0); |
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| 529 | |
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| 530 | |
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| 531 | /** Returns the morph KeyFrame at the specified index. */ |
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| 532 | VertexMorphKeyFrame* getVertexMorphKeyFrame(unsigned short index) const; |
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| 533 | |
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| 534 | /** Returns the pose KeyFrame at the specified index. */ |
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| 535 | VertexPoseKeyFrame* getVertexPoseKeyFrame(unsigned short index) const; |
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| 536 | |
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| 537 | /** Sets the associated VertexData which this track will update. */ |
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| 538 | void setAssociatedVertexData(VertexData* data) { mTargetVertexData = data; } |
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| 539 | /** Gets the associated VertexData which this track will update. */ |
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| 540 | VertexData* getAssociatedVertexData(void) const { return mTargetVertexData; } |
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| 541 | |
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| 542 | /// Set the target mode |
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| 543 | void setTargetMode(TargetMode m) { mTargetMode = m; } |
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| 544 | /// Get the target mode |
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| 545 | TargetMode getTargetMode(void) const { return mTargetMode; } |
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| 546 | |
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| 547 | /** Method to determine if this track has any KeyFrames which are |
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| 548 | doing anything useful - can be used to determine if this track |
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| 549 | can be optimised out. |
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| 550 | */ |
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| 551 | virtual bool hasNonZeroKeyFrames(void) const; |
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| 552 | |
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| 553 | /** Optimise the current track by removing any duplicate keyframes. */ |
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| 554 | virtual void optimise(void); |
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| 555 | |
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| 556 | /** Clone this track (internal use only) */ |
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| 557 | VertexAnimationTrack* _clone(Animation* newParent) const; |
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| 558 | |
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| 559 | void _applyBaseKeyFrame(const KeyFrame* base); |
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| 560 | |
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| 561 | protected: |
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| 562 | /// Animation type |
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| 563 | VertexAnimationType mAnimationType; |
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| 564 | /// Target to animate |
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| 565 | VertexData* mTargetVertexData; |
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| 566 | /// Mode to apply |
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| 567 | TargetMode mTargetMode; |
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| 568 | |
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| 569 | /// @copydoc AnimationTrack::createKeyFrameImpl |
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| 570 | KeyFrame* createKeyFrameImpl(Real time); |
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| 571 | |
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| 572 | /// Utility method for applying pose animation |
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| 573 | void applyPoseToVertexData(const Pose* pose, VertexData* data, Real influence); |
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| 574 | |
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| 575 | |
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| 576 | }; |
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| 577 | /** @} */ |
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| 578 | /** @} */ |
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| 579 | } |
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| 580 | |
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| 581 | #include "OgreHeaderSuffix.h" |
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| 582 | |
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| 583 | #endif |
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