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 __Skeleton_H__ |
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30 | #define __Skeleton_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreResource.h" |
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34 | #include "OgreQuaternion.h" |
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35 | #include "OgreVector3.h" |
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36 | #include "OgreIteratorWrappers.h" |
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37 | #include "OgreStringVector.h" |
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38 | #include "OgreAnimation.h" |
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39 | #include "OgreHeaderPrefix.h" |
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40 | |
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41 | namespace Ogre { |
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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 | |
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49 | /** */ |
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50 | enum SkeletonAnimationBlendMode { |
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51 | /// Animations are applied by calculating a weighted average of all animations |
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52 | ANIMBLEND_AVERAGE = 0, |
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53 | /// Animations are applied by calculating a weighted cumulative total |
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54 | ANIMBLEND_CUMULATIVE = 1 |
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55 | }; |
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56 | |
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57 | #define OGRE_MAX_NUM_BONES 256 |
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58 | |
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59 | |
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60 | struct LinkedSkeletonAnimationSource; |
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61 | |
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62 | /** A collection of Bone objects used to animate a skinned mesh. |
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63 | @remarks |
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64 | Skeletal animation works by having a collection of 'bones' which are |
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65 | actually just joints with a position and orientation, arranged in a tree structure. |
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66 | For example, the wrist joint is a child of the elbow joint, which in turn is a |
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67 | child of the shoulder joint. Rotating the shoulder automatically moves the elbow |
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68 | and wrist as well due to this hierarchy. |
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69 | @par |
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70 | So how does this animate a mesh? Well every vertex in a mesh is assigned to one or more |
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71 | bones which affects it's position when the bone is moved. If a vertex is assigned to |
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72 | more than one bone, then weights must be assigned to determine how much each bone affects |
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73 | the vertex (actually a weight of 1.0 is used for single bone assignments). |
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74 | Weighted vertex assignments are especially useful around the joints themselves |
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75 | to avoid 'pinching' of the mesh in this region. |
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76 | @par |
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77 | Therefore by moving the skeleton using preset animations, we can animate the mesh. The |
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78 | advantage of using skeletal animation is that you store less animation data, especially |
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79 | as vertex counts increase. In addition, you are able to blend multiple animations together |
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80 | (e.g. walking and looking around, running and shooting) and provide smooth transitions |
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81 | between animations without incurring as much of an overhead as would be involved if you |
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82 | did this on the core vertex data. |
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83 | @par |
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84 | Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They |
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85 | are loaded on demand, especially when referenced by a Mesh. |
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86 | */ |
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87 | class _OgreExport Skeleton : public Resource, public AnimationContainer |
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88 | { |
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89 | friend class SkeletonInstance; |
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90 | protected: |
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91 | /// Internal constructor for use by SkeletonInstance only |
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92 | Skeleton(); |
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93 | |
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94 | public: |
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95 | /** Constructor, don't call directly, use SkeletonManager. |
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96 | @remarks |
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97 | On creation, a Skeleton has a no bones, you should create them and link |
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98 | them together appropriately. |
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99 | */ |
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100 | Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle, |
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101 | const String& group, bool isManual = false, ManualResourceLoader* loader = 0); |
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102 | virtual ~Skeleton(); |
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103 | |
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104 | |
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105 | /** Creates a brand new Bone owned by this Skeleton. |
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106 | @remarks |
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107 | This method creates an unattached new Bone for this skeleton. |
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108 | Unless this is to be a root bone (there may be more than one of |
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109 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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110 | For this reason you will likely be better off creating child bones using the |
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111 | Bone::createChild method instead, once you have created the root bone. |
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112 | @par |
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113 | Note that this method automatically generates a handle for the bone, which you |
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114 | can retrieve using Bone::getHandle. If you wish the new Bone to have a specific |
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115 | handle, use the alternate form of this method which takes a handle as a parameter, |
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116 | although you should note the restrictions. |
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117 | */ |
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118 | virtual Bone* createBone(void); |
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119 | |
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120 | /** Creates a brand new Bone owned by this Skeleton. |
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121 | @remarks |
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122 | This method creates an unattached new Bone for this skeleton and assigns it a |
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123 | specific handle. Unless this is to be a root bone (there may be more than one of |
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124 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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125 | For this reason you will likely be better off creating child bones using the |
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126 | Bone::createChild method instead, once you have created a root bone. |
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127 | @param handle The handle to give to this new bone - must be unique within this skeleton. |
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128 | You should also ensure that all bone handles are eventually contiguous (this is to simplify |
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129 | their compilation into an indexed array of transformation matrices). For this reason |
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130 | it is advised that you use the simpler createBone method which automatically assigns a |
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131 | sequential handle starting from 0. |
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132 | */ |
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133 | virtual Bone* createBone(unsigned short handle); |
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134 | |
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135 | /** Creates a brand new Bone owned by this Skeleton. |
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136 | @remarks |
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137 | This method creates an unattached new Bone for this skeleton and assigns it a |
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138 | specific name.Unless this is to be a root bone (there may be more than one of |
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139 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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140 | For this reason you will likely be better off creating child bones using the |
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141 | Bone::createChild method instead, once you have created the root bone. |
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142 | @param name The name to give to this new bone - must be unique within this skeleton. |
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143 | Note that the way OGRE looks up bones is via a numeric handle, so if you name a |
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144 | Bone this way it will be given an automatic sequential handle. The name is just |
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145 | for your convenience, although it is recommended that you only use the handle to |
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146 | retrieve the bone in performance-critical code. |
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147 | */ |
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148 | virtual Bone* createBone(const String& name); |
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149 | |
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150 | /** Creates a brand new Bone owned by this Skeleton. |
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151 | @remarks |
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152 | This method creates an unattached new Bone for this skeleton and assigns it a |
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153 | specific name and handle. Unless this is to be a root bone (there may be more than one of |
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154 | these), you must attach it to another Bone in the skeleton using addChild for it to be any use. |
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155 | For this reason you will likely be better off creating child bones using the |
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156 | Bone::createChild method instead, once you have created the root bone. |
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157 | @param name The name to give to this new bone - must be unique within this skeleton. |
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158 | @param handle The handle to give to this new bone - must be unique within this skeleton. |
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159 | */ |
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160 | virtual Bone* createBone(const String& name, unsigned short handle); |
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161 | |
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162 | /** Returns the number of bones in this skeleton. */ |
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163 | virtual unsigned short getNumBones(void) const; |
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164 | |
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165 | /** Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator. |
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166 | @remarks |
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167 | The system derives the root bone the first time you ask for it. The root bone is the |
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168 | only bone in the skeleton which has no parent. The system locates it by taking the |
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169 | first bone in the list and going up the bone tree until there are no more parents, |
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170 | and saves this top bone as the root. If you are building the skeleton manually using |
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171 | createBone then you must ensure there is only one bone which is not a child of |
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172 | another bone, otherwise your skeleton will not work properly. If you use createBone |
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173 | only once, and then use Bone::createChild from then on, then inherently the first |
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174 | bone you create will by default be the root. |
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175 | */ |
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176 | virtual Bone* getRootBone(void) const; |
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177 | |
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178 | typedef vector<Bone*>::type BoneList; |
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179 | typedef VectorIterator<BoneList> BoneIterator; |
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180 | /// Get an iterator over the root bones in the skeleton, ie those with no parents |
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181 | virtual BoneIterator getRootBoneIterator(void); |
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182 | /// Get an iterator over all the bones in the skeleton |
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183 | virtual BoneIterator getBoneIterator(void); |
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184 | |
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185 | /** Gets a bone by it's handle. */ |
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186 | virtual Bone* getBone(unsigned short handle) const; |
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187 | |
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188 | /** Gets a bone by it's name. */ |
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189 | virtual Bone* getBone(const String& name) const; |
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190 | |
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191 | /** Returns whether this skeleton contains the named bone. */ |
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192 | virtual bool hasBone(const String& name) const; |
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193 | |
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194 | /** Sets the current position / orientation to be the 'binding pose' i.e. the layout in which |
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195 | bones were originally bound to a mesh. |
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196 | */ |
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197 | virtual void setBindingPose(void); |
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198 | |
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199 | /** Resets the position and orientation of all bones in this skeleton to their original binding position. |
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200 | @remarks |
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201 | A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this |
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202 | position during animation. This method returns all the bones to their original position and |
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203 | orientation. |
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204 | @param resetManualBones If set to true, causes the state of manual bones to be reset |
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205 | too, which is normally not done to allow the manual state to persist even |
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206 | when keyframe animation is applied. |
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207 | */ |
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208 | virtual void reset(bool resetManualBones = false); |
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209 | |
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210 | /** Creates a new Animation object for animating this skeleton. |
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211 | @param name The name of this animation |
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212 | @param length The length of the animation in seconds |
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213 | */ |
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214 | virtual Animation* createAnimation(const String& name, Real length); |
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215 | |
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216 | /** Returns the named Animation object. |
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217 | @remarks |
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218 | Will pick up animations in linked skeletons |
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219 | (@see addLinkedSkeletonAnimationSource). |
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220 | @param name The name of the animation |
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221 | @param linker Optional pointer to a pointer to the linked skeleton animation |
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222 | where this is coming from. |
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223 | */ |
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224 | virtual Animation* getAnimation(const String& name, |
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225 | const LinkedSkeletonAnimationSource** linker) const; |
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226 | |
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227 | /** Returns the named Animation object. |
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228 | @remarks |
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229 | Will pick up animations in linked skeletons |
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230 | (@see addLinkedSkeletonAnimationSource). |
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231 | @param name The name of the animation |
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232 | */ |
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233 | virtual Animation* getAnimation(const String& name) const; |
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234 | |
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235 | /// Internal accessor for animations (returns null if animation does not exist) |
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236 | virtual Animation* _getAnimationImpl(const String& name, |
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237 | const LinkedSkeletonAnimationSource** linker = 0) const; |
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238 | |
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239 | |
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240 | /** Returns whether this skeleton contains the named animation. */ |
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241 | virtual bool hasAnimation(const String& name) const; |
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242 | |
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243 | /** Removes an Animation from this skeleton. */ |
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244 | virtual void removeAnimation(const String& name); |
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245 | |
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246 | /** Changes the state of the skeleton to reflect the application of the passed in collection of animations. |
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247 | @remarks |
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248 | Animating a skeleton involves both interpolating between keyframes of a specific animation, |
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249 | and blending between the animations themselves. Calling this method sets the state of |
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250 | the skeleton so that it reflects the combination of all the passed in animations, at the |
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251 | time index specified for each, using the weights specified. Note that the weights between |
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252 | animations do not have to sum to 1.0, because some animations may affect only subsets |
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253 | of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the |
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254 | movement will just be exaggerated. |
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255 | */ |
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256 | virtual void setAnimationState(const AnimationStateSet& animSet); |
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257 | |
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258 | |
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259 | /** Initialise an animation set suitable for use with this skeleton. |
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260 | @remarks |
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261 | Only recommended for use inside the engine, not by applications. |
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262 | */ |
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263 | virtual void _initAnimationState(AnimationStateSet* animSet); |
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264 | |
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265 | /** Refresh an animation set suitable for use with this skeleton. |
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266 | @remarks |
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267 | Only recommended for use inside the engine, not by applications. |
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268 | */ |
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269 | virtual void _refreshAnimationState(AnimationStateSet* animSet); |
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270 | |
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271 | /** Populates the passed in array with the bone matrices based on the current position. |
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272 | @remarks |
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273 | Internal use only. The array pointed to by the passed in pointer must |
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274 | be at least as large as the number of bones. |
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275 | Assumes animation has already been updated. |
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276 | */ |
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277 | virtual void _getBoneMatrices(Matrix4* pMatrices); |
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278 | |
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279 | /** Gets the number of animations on this skeleton. */ |
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280 | virtual unsigned short getNumAnimations(void) const; |
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281 | |
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282 | /** Gets a single animation by index. |
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283 | @remarks |
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284 | Will NOT pick up animations in linked skeletons |
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285 | (@see addLinkedSkeletonAnimationSource). |
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286 | */ |
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287 | virtual Animation* getAnimation(unsigned short index) const; |
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288 | |
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289 | |
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290 | /** Gets the animation blending mode which this skeleton will use. */ |
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291 | virtual SkeletonAnimationBlendMode getBlendMode() const; |
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292 | /** Sets the animation blending mode this skeleton will use. */ |
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293 | virtual void setBlendMode(SkeletonAnimationBlendMode state); |
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294 | |
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295 | /// Updates all the derived transforms in the skeleton |
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296 | virtual void _updateTransforms(void); |
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297 | |
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298 | /** Optimise all of this skeleton's animations. |
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299 | @see Animation::optimise |
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300 | @param |
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301 | preservingIdentityNodeTracks If true, don't destroy identity node tracks. |
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302 | */ |
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303 | virtual void optimiseAllAnimations(bool preservingIdentityNodeTracks = false); |
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304 | |
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305 | /** Allows you to use the animations from another Skeleton object to animate |
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306 | this skeleton. |
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307 | @remarks |
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308 | If you have skeletons of identical structure (that means identically |
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309 | named bones with identical handles, and with the same hierarchy), but |
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310 | slightly different proportions or binding poses, you can re-use animations |
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311 | from one in the other. Because animations are actually stored as |
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312 | changes to bones from their bind positions, it's possible to use the |
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313 | same animation data for different skeletons, provided the skeletal |
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314 | structure matches and the 'deltas' stored in the keyframes apply |
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315 | equally well to the other skeletons bind position (so they must be |
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316 | roughly similar, but don't have to be identical). You can use the |
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317 | 'scale' option to adjust the translation and scale keyframes where |
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318 | there are large differences in size between the skeletons. |
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319 | @note |
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320 | This method takes a skeleton name, rather than a more specific |
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321 | animation name, for two reasons; firstly it allows some validation |
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322 | of compatibility of skeletal structure, and secondly skeletons are |
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323 | the unit of loading. Linking a skeleton to another in this way means |
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324 | that the linkee will be prevented from being destroyed until the |
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325 | linker is destroyed. |
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326 | |
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327 | You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's |
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328 | animations, and SkeletonB uses SkeletonA's animations. This is because |
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329 | it would set up a circular dependency which would prevent proper |
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330 | unloading - make one of the skeletons the 'master' in this case. |
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331 | @param skelName Name of the skeleton to link animations from. This |
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332 | skeleton will be loaded immediately if this skeleton is already |
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333 | loaded, otherwise it will be loaded when this skeleton is. |
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334 | @param scale A scale factor to apply to translation and scaling elements |
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335 | of the keyframes in the other skeleton when applying the animations |
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336 | to this one. Compensates for skeleton size differences. |
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337 | */ |
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338 | virtual void addLinkedSkeletonAnimationSource(const String& skelName, |
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339 | Real scale = 1.0f); |
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340 | /// Remove all links to other skeletons for the purposes of sharing animation |
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341 | virtual void removeAllLinkedSkeletonAnimationSources(void); |
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342 | |
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343 | typedef vector<LinkedSkeletonAnimationSource>::type |
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344 | LinkedSkeletonAnimSourceList; |
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345 | typedef ConstVectorIterator<LinkedSkeletonAnimSourceList> |
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346 | LinkedSkeletonAnimSourceIterator; |
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347 | /// Get an iterator over the linked skeletons used as animation sources |
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348 | virtual LinkedSkeletonAnimSourceIterator |
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349 | getLinkedSkeletonAnimationSourceIterator(void) const; |
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350 | |
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351 | /// Internal method for marking the manual bones as dirty |
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352 | virtual void _notifyManualBonesDirty(void); |
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353 | /// Internal method for notifying that a bone is manual |
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354 | virtual void _notifyManualBoneStateChange(Bone* bone); |
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355 | |
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356 | /// Have manual bones been modified since the skeleton was last updated? |
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357 | virtual bool getManualBonesDirty(void) const { return mManualBonesDirty; } |
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358 | /// Are there any manually controlled bones? |
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359 | virtual bool hasManualBones(void) const { return !mManualBones.empty(); } |
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360 | |
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361 | /// Map to translate bone handle from one skeleton to another skeleton. |
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362 | typedef vector<ushort>::type BoneHandleMap; |
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363 | |
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364 | /** Merge animations from another Skeleton object into this skeleton. |
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365 | @remarks |
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366 | This function allow merge two structures compatible skeletons. The |
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367 | 'compatible' here means identically bones will have same hierarchy, |
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368 | but skeletons are not necessary to have same number of bones (if |
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369 | number bones of source skeleton's more than this skeleton, they will |
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370 | copied as is, except that duplicate names are disallowed; and in the |
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371 | case of bones missing in source skeleton, nothing happen for those |
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372 | bones). |
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373 | @par |
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374 | There are also unnecessary to have same binding poses, this function |
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375 | will adjust keyframes of the source skeleton to match this skeleton |
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376 | automatically. |
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377 | @par |
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378 | It's useful for exporting skeleton animations separately. i.e. export |
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379 | mesh and 'master' skeleton at the same time, and then other animations |
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380 | will export separately (even if used completely difference binding |
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381 | pose), finally, merge separately exported animations into 'master' |
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382 | skeleton. |
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383 | @param |
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384 | source Pointer to source skeleton. It'll keep unmodified. |
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385 | @param |
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386 | boneHandleMap A map to translate identically bone's handle from source |
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387 | skeleton to this skeleton. If mapped bone handle doesn't exists in this |
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388 | skeleton, it'll created. You can populate bone handle map manually, or |
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389 | use predefined functions build bone handle map for you. (@see |
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390 | _buildMapBoneByHandle, _buildMapBoneByName) |
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391 | @param |
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392 | animations A list name of animations to merge, if empty, all animations |
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393 | of source skeleton are used to merge. Note that the animation names |
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394 | must not presented in this skeleton, and will NOT pick up animations |
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395 | in linked skeletons (@see addLinkedSkeletonAnimationSource). |
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396 | */ |
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397 | virtual void _mergeSkeletonAnimations(const Skeleton* source, |
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398 | const BoneHandleMap& boneHandleMap, |
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399 | const StringVector& animations = StringVector()); |
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400 | |
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401 | /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. |
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402 | @remarks |
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403 | Identically bones are determine by handle. |
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404 | */ |
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405 | virtual void _buildMapBoneByHandle(const Skeleton* source, |
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406 | BoneHandleMap& boneHandleMap) const; |
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407 | |
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408 | /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. |
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409 | @remarks |
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410 | Identically bones are determine by name. |
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411 | */ |
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412 | virtual void _buildMapBoneByName(const Skeleton* source, |
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413 | BoneHandleMap& boneHandleMap) const; |
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414 | |
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415 | protected: |
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416 | SkeletonAnimationBlendMode mBlendState; |
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417 | /// Storage of bones, indexed by bone handle |
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418 | BoneList mBoneList; |
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419 | /// Lookup by bone name |
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420 | typedef map<String, Bone*>::type BoneListByName; |
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421 | BoneListByName mBoneListByName; |
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422 | |
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423 | |
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424 | /// Pointer to root bones (can now have multiple roots) |
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425 | mutable BoneList mRootBones; |
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426 | /// Bone automatic handles |
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427 | unsigned short mNextAutoHandle; |
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428 | typedef set<Bone*>::type BoneSet; |
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429 | /// Manual bones |
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430 | BoneSet mManualBones; |
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431 | /// Manual bones dirty? |
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432 | bool mManualBonesDirty; |
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433 | |
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434 | |
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435 | /// Storage of animations, lookup by name |
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436 | typedef map<String, Animation*>::type AnimationList; |
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437 | AnimationList mAnimationsList; |
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438 | |
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439 | /// List of references to other skeletons to use animations from |
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440 | mutable LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList; |
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441 | |
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442 | /** Internal method which parses the bones to derive the root bone. |
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443 | @remarks |
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444 | Must be const because called in getRootBone but mRootBone is mutable |
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445 | since lazy-updated. |
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446 | */ |
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447 | void deriveRootBone(void) const; |
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448 | |
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449 | /// Debugging method |
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450 | void _dumpContents(const String& filename); |
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451 | |
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452 | /** @copydoc Resource::loadImpl |
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453 | */ |
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454 | void loadImpl(void); |
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455 | |
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456 | /** @copydoc Resource::unloadImpl |
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457 | */ |
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458 | void unloadImpl(void); |
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459 | /// @copydoc Resource::calculateSize |
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460 | size_t calculateSize(void) const; |
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461 | |
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462 | }; |
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463 | |
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464 | typedef SharedPtr<Skeleton> SkeletonPtr; |
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465 | |
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466 | /// Link to another skeleton to share animations |
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467 | struct LinkedSkeletonAnimationSource |
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468 | { |
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469 | String skeletonName; |
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470 | SkeletonPtr pSkeleton; |
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471 | Real scale; |
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472 | LinkedSkeletonAnimationSource(const String& skelName, Real scl) |
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473 | : skeletonName(skelName), scale(scl) {} |
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474 | LinkedSkeletonAnimationSource(const String& skelName, Real scl, |
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475 | SkeletonPtr skelPtr) |
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476 | : skeletonName(skelName), pSkeleton(skelPtr), scale(scl) {} |
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477 | }; |
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478 | /** @} */ |
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479 | /** @} */ |
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480 | |
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481 | } |
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482 | |
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483 | #include "OgreHeaderSuffix.h" |
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484 | |
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485 | #endif |
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486 | |
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