|  | OGRE 2.1
    Object-Oriented Graphics Rendering Engine | 
| Namespaces | |
| namespace | Ogre::v1 | 
| Classes | |
| class | Ogre::AnimableObject | 
| Defines an interface to classes which have one or more AnimableValue instances to expose.  More... | |
| class | Ogre::AnimableValue | 
| Defines an object property which is animable, i.e.  More... | |
| class | Ogre::Bone | 
| Class representing a Bone in the join hierarchy of a skeleton.  More... | |
| struct | Ogre::BySkeletonDef | 
| class | Ogre::SkeletonAnimation | 
| Represents the instance of a Skeletal animation based on its definition.  More... | |
| struct | Ogre::SkeletonAnimManager | 
| This is how the Skeleton system works in 2.0: There is one BoneMemoryManager per skeleton.  More... | |
| class | Ogre::SkeletonInstance | 
| Instance of a Skeleton, main external interface for retrieving bone positions and applying animations.  More... | |
| class | Ogre::SkeletonManager | 
| Handles the management of skeleton resources.  More... | |
| class | Ogre::TagPoint | 
| TagPoints are like SceneNodes, that can be children of a Bone.  More... | |
| class | Ogre::v1::Animation | 
| An animation sequence.  More... | |
| class | Ogre::v1::AnimationContainer | 
| An animation container interface, which allows generic access to sibling animations.  More... | |
| class | Ogre::v1::AnimationState | 
| Represents the state of an animation and the weight of its influence.  More... | |
| class | Ogre::v1::AnimationStateControllerValue | 
| ControllerValue wrapper class for AnimationState.  More... | |
| class | Ogre::v1::AnimationStateSet | 
| Class encapsulating a set of AnimationState objects.  More... | |
| class | Ogre::v1::AnimationTrack | 
| A 'track' in an animation sequence, i.e.  More... | |
| class | Ogre::v1::KeyFrame | 
| A key frame in an animation sequence defined by an AnimationTrack.  More... | |
| struct | Ogre::v1::LinkedSkeletonAnimationSource | 
| Link to another skeleton to share animations.  More... | |
| class | Ogre::v1::NodeAnimationTrack | 
| Specialised AnimationTrack for dealing with node transforms.  More... | |
| class | Ogre::v1::NumericAnimationTrack | 
| Specialised AnimationTrack for dealing with generic animable values.  More... | |
| class | Ogre::v1::NumericKeyFrame | 
| Specialised KeyFrame which stores any numeric value.  More... | |
| class | Ogre::v1::OldBone | 
| A bone in a skeleton.  More... | |
| class | Ogre::v1::OldNodeAnimationTrack | 
| Specialised AnimationTrack for dealing with node transforms.  More... | |
| class | Ogre::v1::OldSkeletonManager | 
| Handles the management of skeleton resources.  More... | |
| class | Ogre::v1::Pose | 
| A pose is a linked set of vertex offsets applying to one set of vertex data.  More... | |
| class | Ogre::v1::Skeleton | 
| A collection of OldBone objects used to animate a skinned mesh.  More... | |
| class | Ogre::v1::SkeletonSerializer | 
| Class for serialising skeleton data to/from an OGRE .skeleton file.  More... | |
| class | Ogre::v1::TagPoint | 
| A tagged point on a skeleton, which can be used to attach entities to on specific other entities.  More... | |
| class | Ogre::v1::TimeIndex | 
| Time index object used to search keyframe at the given position.  More... | |
| class | Ogre::v1::TransformKeyFrame | 
| Specialised KeyFrame which stores a full transform.  More... | |
| class | Ogre::v1::VertexAnimationTrack | 
| Specialised AnimationTrack for dealing with changing vertex position information.  More... | |
| class | Ogre::v1::VertexMorphKeyFrame | 
| Specialised KeyFrame which stores absolute vertex positions for a complete buffer, designed to be interpolated with other keys in the same track.  More... | |
| class | Ogre::v1::VertexPoseKeyFrame | 
| Specialised KeyFrame which references a Mesh::Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose.  More... | |
| struct | Ogre::VertexBoneAssignment | 
| Records the assignment of a single vertex to a single bone with the corresponding weight.    More... | |
| Macros | |
| #define | OGRE_MAX_NUM_BONES 256 | 
| Enumerations | |
| enum | Ogre::v1::SkeletonAnimationBlendMode { Ogre::v1::ANIMBLEND_AVERAGE = 0 , Ogre::v1::ANIMBLEND_CUMULATIVE = 1 } | 
| enum | Ogre::SkeletonChunkID { Ogre::SKELETON_HEADER = 0x1000 , Ogre::SKELETON_BLENDMODE = 0x1010 , Ogre::SKELETON_BONE = 0x2000 , Ogre::SKELETON_BONE_PARENT = 0x3000 , Ogre::SKELETON_ANIMATION = 0x4000 , Ogre::SKELETON_ANIMATION_BASEINFO = 0x4010 , Ogre::SKELETON_ANIMATION_TRACK = 0x4100 , Ogre::SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110 , Ogre::SKELETON_ANIMATION_LINK = 0x5000 } | 
| Definition of the OGRE .skeleton file format.  More... | |
| enum | Ogre::v1::VertexAnimationType { Ogre::v1::VAT_NONE = 0 , Ogre::v1::VAT_MORPH = 1 , Ogre::v1::VAT_POSE = 2 } | 
| Type of vertex animation.  More... | |
| #define OGRE_MAX_NUM_BONES 256 | 
| typedef vector<Pose*>::type Ogre::v1::PoseList | 
Definition of the OGRE .skeleton file format.
.skeleton files are binary files (for read efficiency at runtime) and are arranged into chunks of data, very like 3D Studio's format. A chunk always consists of: unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk unsigned long LENGTH : length of the chunk in bytes, including this header void* DATA : the data, which may contain other sub-chunks (various data types)
A .skeleton file contains both the definition of the Skeleton object and the animations it contains. It contains only a single skeleton but can contain multiple animations.
Type of vertex animation.
Vertex animation comes in 2 types, morph and pose. The reason for the 2 types is that we have 2 different potential goals - to encapsulate a complete, flowing morph animation with multiple keyframes (a typical animation, but implemented by having snapshots of the vertex data at each keyframe), or to represent a single pose change, for example a facial expression. Whilst both could in fact be implemented using the same system, we choose to separate them since the requirements and limitations of each are quite different.
| Enumerator | |
|---|---|
| VAT_NONE | No animation. | 
| VAT_MORPH | Morph animation is made up of many interpolated snapshot keyframes. | 
| VAT_POSE | Pose animation is made up of a single delta pose keyframe. | 
| 
 | inline | 
| 
 | inline | 
| 
 | inline |