OGRE-Next
2.3
Object-Oriented Graphics Rendering Engine
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Represents the instance of a Skeletal animation based on its definition. More...
#include <OgreSkeletonAnimation.h>
Public Member Functions | |
SkeletonAnimation (const SkeletonAnimationDef *definition, const FastArray< size_t > *slotStarts, SkeletonInstance *owner) | |
void | _applyAnimation (const TransformArray &boneTransforms) |
void | _boneMemoryRebased (const FastArray< size_t > &oldSlotStarts) |
Shifts the values of mBoneWeights to new locations because the bones' mIndex may have changed. More... | |
void | _initialize () |
Internal function that initializes a lot of structures that can't be done in the constructor due to how SkeletonInstance is created/pushed in a vector. More... | |
void | _swapBoneWeightsUniquePtr (RawSimdUniquePtr< ArrayReal, MEMCATEGORY_ANIMATION > &inOutBoneWeights) |
void | addFrame (Real frames) |
Plays the animation forward (or backwards if negative) More... | |
void | addTime (Real time) |
Plays the animation forward (or backwards if negative) More... | |
Real | getBoneWeight (IdString boneName) const |
Gets the current per-bone weight of a particular bone. More... | |
Real * | getBoneWeightPtr (IdString boneName) |
Gets a pointer current per-bone weight of a particular bone. More... | |
Real | getCurrentFrame () const |
Gets the current animation frame, in frames. More... | |
Real | getCurrentTime () const |
Gets the current animation time, in seconds. Prefer using getCurrentFrame. More... | |
const SkeletonAnimationDef * | getDefinition () const |
Real | getDuration () const |
Gets animation length, in seconds. More... | |
bool | getEnabled () const |
bool | getLoop () const |
Returns current loop setting. More... | |
IdString | getName () const |
Real | getNumFrames () const |
Gets the frame count. More... | |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, const char *, int, const char *) |
void | operator delete (void *ptr, void *) |
void | operator delete[] (void *ptr) |
void | operator delete[] (void *ptr, const char *, int, const char *) |
void * | operator new (size_t sz) |
void * | operator new (size_t sz, const char *file, int line, const char *func) |
operator new, with debug line info More... | |
void * | operator new (size_t sz, void *ptr) |
placement operator new More... | |
void * | operator new[] (size_t sz) |
void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
array operator new, with debug line info More... | |
void | setBoneWeight (IdString boneName, Real weight) |
Sets the per-bone weight to a particular bone. More... | |
void | setEnabled (bool bEnable) |
Enables or disables this animation. A disabled animation won't be processed at all. More... | |
void | setFrame (Real frame) |
Sets the animation to a particular frame. More... | |
void | setLoop (bool bLoop) |
Loop setting. More... | |
void | setOverrideBoneWeightsOnActiveAnimations (const Real constantWeight, const bool bPerBone=false) |
Given all the bones this animation uses, sets the weight of these on other animations. More... | |
void | setOverrideBoneWeightsOnAllAnimations (const Real constantWeight, const bool bPerBone=false) |
void | setTime (Real time) |
Sets the animation to a particular time. More... | |
Public Attributes | |
bool | mEnabled |
Real | mFrameRate |
bool | mLoop |
SkeletonInstance * | mOwner |
FastArray< size_t > const * | mSlotStarts |
Real | mWeight |
Represents the instance of a Skeletal animation based on its definition.
Ogre::SkeletonAnimation::SkeletonAnimation | ( | const SkeletonAnimationDef * | definition, |
const FastArray< size_t > * | slotStarts, | ||
SkeletonInstance * | owner | ||
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void Ogre::SkeletonAnimation::_applyAnimation | ( | const TransformArray & | boneTransforms | ) |
void Ogre::SkeletonAnimation::_boneMemoryRebased | ( | const FastArray< size_t > & | oldSlotStarts | ) |
Shifts the values of mBoneWeights to new locations because the bones' mIndex may have changed.
Needed when our BoneMemoryManager performs a cleanup or similar memory change.
oldSlotStarts | Array with the contents old contents of SkeletonInstance::mSlotStarts, one entry per node hirearchy depth level |
void Ogre::SkeletonAnimation::_initialize | ( | ) |
Internal function that initializes a lot of structures that can't be done in the constructor due to how SkeletonInstance is created/pushed in a vector.
If you're not an Ogre dev, don't call this directly.
void Ogre::SkeletonAnimation::_swapBoneWeightsUniquePtr | ( | RawSimdUniquePtr< ArrayReal, MEMCATEGORY_ANIMATION > & | inOutBoneWeights | ) |
void Ogre::SkeletonAnimation::addFrame | ( | Real | frames | ) |
Plays the animation forward (or backwards if negative)
frames | Frames to advance, in frames |
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Plays the animation forward (or backwards if negative)
time | Time to advance, in seconds |
Gets the current per-bone weight of a particular bone.
boneName | The name of the bone to get. If this animation doesn't affect that bone (or the name is invalid) this function returns 0. |
Gets a pointer current per-bone weight of a particular bone.
Useful if you intend to have read/write access to this value very often.
If returnPtr is the return value to bone[0], do not assume that returnPtr+1 affects bone[1] or even any other bone. Doing so the behavior is underfined and most likely you could be affecting the contents of other SkeletonInstances.
boneName | The name of the bone to get. If this animation doesn't affect that bone (or the name is invalid) this function returns a null pointer. |
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Gets the current animation frame, in frames.
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Gets the current animation time, in seconds. Prefer using getCurrentFrame.
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Real Ogre::SkeletonAnimation::getDuration | ( | ) | const |
Gets animation length, in seconds.
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Returns current loop setting.
@See setLoop.
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Real Ogre::SkeletonAnimation::getNumFrames | ( | ) | const |
Gets the frame count.
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operator new, with debug line info
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inlineinherited |
placement operator new
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inlineinherited |
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array operator new, with debug line info
Sets the per-bone weight to a particular bone.
Useful for fine control over animation strength on a set of nodes (i.e. an arm)
boneName | The name of the bone to set. If this animation doesn't affect that bone (or the name is invalid) this function does nothing. |
weight | Weight to apply to this particular bone. Note that the animation multiplies this value against the global mWeight to obtain the final weight. Normal range is between [0; 1] but not necessarily. |
void Ogre::SkeletonAnimation::setEnabled | ( | bool | bEnable | ) |
Enables or disables this animation. A disabled animation won't be processed at all.
void Ogre::SkeletonAnimation::setFrame | ( | Real | frame | ) |
Sets the animation to a particular frame.
frames | Frame to set to, in frames |
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Loop setting.
Looped animations will wrap back to zero when reaching the animation length or go back to the animation length if playing backwards. Non-looped animations will stop at the animation length (or at 0 if backwards) but won't be disabled.
void Ogre::SkeletonAnimation::setOverrideBoneWeightsOnActiveAnimations | ( | const Real | constantWeight, |
const bool | bPerBone = false |
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Given all the bones this animation uses, sets the weight of these on other animations.
The use case is very specific: Imagine a 3rd person shooter. Normally animations get blended together either additively or cummulative (e.g. to smoothly transition from walk to idle, from idle to run, from run to cover, etc)
However certain animations, such as Reload, need to override all other animations but only on a particular set of bones.
Whether the character is idle, walking or running; we want the reload animation to play at 100% weight (on torso, arms and hands), while the walk/idle/run animations still also play at 100% weight on bones unaffected by the reload (like the legs).
Example code:
For this function to have any usefulness, the animation from Maya/Blender/etc needs to have been exported with only animation tracks on bones that are modified (i.e. the exporter should not create dummy nodes resetting to default pose on unanimated bones)
If you're using blender2ogre, make sure to tick "Only Keyframed Bones"
Avoid calling this function unnecessarily (e.g. don't call it every frame if weight value did not change). It's not super expensive, but it is not free either.
Any custom per-bone weight you set on other animations (e.g. by calling other->setBoneWeight) will be overwritten.
constantWeight | A constant weight to apply to all bone weights in other animations Should be in range [0; 1] |
bPerBone | When false, all other animations are set to constantWeight When true, each bone in other animations are set to: Math::lerp( 1.0f - boneWeight, constantWeight, boneWeight );This allows you to selectively avoid overriding certain bones while also smoothly fade in/out animations (i.e. gives you finer granularity control) |
When true, the math operation we perform boils down to:
void Ogre::SkeletonAnimation::setOverrideBoneWeightsOnAllAnimations | ( | const Real | constantWeight, |
const bool | bPerBone = false |
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Sets the animation to a particular time.
time | Time to set to, in seconds |
bool Ogre::SkeletonAnimation::mEnabled |
Real Ogre::SkeletonAnimation::mFrameRate |
bool Ogre::SkeletonAnimation::mLoop |
SkeletonInstance* Ogre::SkeletonAnimation::mOwner |
FastArray<size_t> const* Ogre::SkeletonAnimation::mSlotStarts |
Real Ogre::SkeletonAnimation::mWeight |