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 __Bone_H__ |
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30 | #define __Bone_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreNode.h" |
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34 | |
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35 | |
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36 | namespace Ogre |
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37 | { |
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38 | /** \addtogroup Core |
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39 | * @{ |
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40 | */ |
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41 | /** \addtogroup Animation |
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42 | * @{ |
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43 | */ |
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44 | |
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45 | /** A bone in a skeleton. |
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46 | @remarks |
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47 | See Skeleton for more information about the principles behind skeletal animation. |
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48 | This class is a node in the joint hierarchy. Mesh vertices also have assignments |
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49 | to bones to define how they move in relation to the skeleton. |
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50 | */ |
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51 | class _OgreExport Bone : public Node |
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52 | { |
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53 | public: |
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54 | /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */ |
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55 | Bone(unsigned short handle, Skeleton* creator); |
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56 | /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */ |
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57 | Bone(const String& name, unsigned short handle, Skeleton* creator); |
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58 | ~Bone(); |
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59 | |
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60 | /** Creates a new Bone as a child of this bone. |
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61 | @remarks |
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62 | This method creates a new bone which will inherit the transforms of this |
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63 | bone, with the handle specified. |
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64 | @param |
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65 | handle The numeric handle to give the new bone; must be unique within the Skeleton. |
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66 | @param |
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67 | translate Initial translation offset of child relative to parent |
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68 | @param |
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69 | rotate Initial rotation relative to parent |
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70 | */ |
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71 | Bone* createChild(unsigned short handle, |
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72 | const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY); |
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73 | |
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74 | |
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75 | /** Gets the numeric handle for this bone (unique within the skeleton). */ |
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76 | unsigned short getHandle(void) const; |
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77 | |
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78 | /** Sets the current position / orientation to be the 'binding pose' ie the layout in which |
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79 | bones were originally bound to a mesh. |
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80 | */ |
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81 | void setBindingPose(void); |
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82 | |
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83 | /** Resets the position and orientation of this Bone to the original binding position. |
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84 | @remarks |
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85 | Bones are bound to the mesh in a binding pose. They are then modified from this |
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86 | position during animation. This method returns the bone to it's original position and |
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87 | orientation. |
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88 | */ |
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89 | void reset(void); |
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90 | |
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91 | /** Sets whether or not this bone is manually controlled. |
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92 | @remarks |
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93 | Manually controlled bones can be altered by the application at runtime, |
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94 | and their positions will not be reset by the animation routines. Note |
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95 | that you should also make sure that there are no AnimationTrack objects |
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96 | referencing this bone, or if there are, you should disable them using |
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97 | pAnimation->destroyTrack(pBone->getHandle()); |
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98 | @par |
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99 | You can also use AnimationState::setBlendMask to mask out animation from |
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100 | chosen tracks if you want to prevent application of a scripted animation |
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101 | to a bone without altering the Animation definition. |
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102 | */ |
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103 | void setManuallyControlled(bool manuallyControlled); |
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104 | |
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105 | /** Getter for mManuallyControlled Flag */ |
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106 | bool isManuallyControlled() const; |
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107 | |
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108 | |
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109 | /** Gets the transform which takes bone space to current from the binding pose. |
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110 | @remarks |
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111 | Internal use only. |
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112 | */ |
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113 | void _getOffsetTransform(Matrix4& m) const; |
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114 | |
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115 | /** Gets the inverted binding pose scale. */ |
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116 | const Vector3& _getBindingPoseInverseScale(void) const { return mBindDerivedInverseScale; } |
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117 | /** Gets the inverted binding pose position. */ |
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118 | const Vector3& _getBindingPoseInversePosition(void) const { return mBindDerivedInversePosition; } |
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119 | /** Gets the inverted binding pose orientation. */ |
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120 | const Quaternion& _getBindingPoseInverseOrientation(void) const { return mBindDerivedInverseOrientation; } |
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121 | |
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122 | /// @see Node::needUpdate |
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123 | void needUpdate(bool forceParentUpdate = false); |
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124 | |
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125 | |
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126 | protected: |
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127 | /// The numeric handle of this bone |
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128 | unsigned short mHandle; |
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129 | |
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130 | /** Bones set as manuallyControlled are not reseted in Skeleton::reset() */ |
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131 | bool mManuallyControlled; |
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132 | |
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133 | /** See Node. */ |
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134 | Node* createChildImpl(void); |
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135 | /** See Node. */ |
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136 | Node* createChildImpl(const String& name); |
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137 | |
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138 | /// Pointer back to creator, for child creation (not smart ptr so child does not preserve parent) |
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139 | Skeleton* mCreator; |
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140 | |
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141 | /// The inversed derived scale of the bone in the binding pose |
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142 | Vector3 mBindDerivedInverseScale; |
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143 | /// The inversed derived orientation of the bone in the binding pose |
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144 | Quaternion mBindDerivedInverseOrientation; |
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145 | /// The inversed derived position of the bone in the binding pose |
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146 | Vector3 mBindDerivedInversePosition; |
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147 | }; |
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148 | |
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149 | /** @} */ |
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150 | /** @} */ |
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151 | |
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152 | } |
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153 | |
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154 | #endif |
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