OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::SkeletonInstance Class Reference

Instance of a Skeleton, main external interface for retrieving bone positions and applying animations. More...

#include <OgreSkeletonInstance.h>

+ Inheritance diagram for Ogre::SkeletonInstance:

Public Types

typedef vector< Bone >::type BoneVec
 

Public Member Functions

 SkeletonInstance (const SkeletonDef *skeletonDef, BoneMemoryManager *boneMemoryManager)
 
 ~SkeletonInstance ()
 
void _decrementRefCount ()
 
void _disableAnimation (SkeletonAnimation *animation)
 Internal use. Disables given animation. Input should belong to us and already being animated. More...
 
void _enableAnimation (SkeletonAnimation *animation)
 Internal use. Enables given animation. Input should belong to us and not already animated. More...
 
FORCEINLINE const SimpleMatrixAf4x3_getBoneFullTransform (size_t index) const
 Gets full transform of a bone by its index. More...
 
const void * _getMemoryBlock () const
 
const void * _getMemoryUniqueOffset () const
 
uint16 _getRefCount () const
 
const TransformArray_getTransformArray () const
 
void _incrementRefCount ()
 
void _updateBoneStartTransforms ()
 Updates the contents of SkeletonInstance::mBoneStartTransforms. More...
 
void addAnimationsFromSkeleton (const String &skelName, const String &groupName)
 Add all animation clips found in skelName. More...
 
const ActiveAnimationsVecgetActiveAnimations () const
 Returns all animations that are currently active. More...
 
SkeletonAnimationgetAnimation (IdString name)
 Returns the requested animations. Throws if not found. O(N) Linear search. More...
 
const SkeletonAnimationVecgetAnimations () const
 Return all animations associated with this skeleton. More...
 
SkeletonAnimationVecgetAnimationsNonConst ()
 Return all animations associated with this skeleton Be careful with this one! Do not insert/remove elements. More...
 
BonegetBone (IdString boneName)
 Gets the bone with given name. Throws if not found. More...
 
BonegetBone (size_t index)
 Gets the bone from its index. Don't overflow!. More...
 
const SkeletonDefgetDefinition () const
 
size_t getNumBones () const
 Gets the number of bones. More...
 
NodegetParentNode () const
 Returns our parent node. May be null. More...
 
void getTransforms (SimpleMatrixAf4x3 *RESTRICT_ALIAS outTransform, const FastArray< unsigned short > &usedBones) const
 
bool hasAnimation (IdString name) const
 
bool hasBone (IdString name) const
 
bool isManualBone (Bone *bone)
 Returns true if the bone is manually controlled. More...
 
void resetToPose ()
 Resets the transform of all bones to the binding pose. Manual bones are not reset. More...
 
void setManualBone (Bone *bone, bool isManual)
 Sets the given node to manual. More...
 
void setParentNode (Node *parentNode)
 Sets our parent node so that our bones are in World space. More...
 
void setSceneNodeAsParentOfBone (Bone *bone, SceneNode *nodeParent)
 Sets a regular SceneNode to be parent of this Bone for manually controlling a bone (e.g. More...
 
void update ()
 

Detailed Description

Instance of a Skeleton, main external interface for retrieving bone positions and applying animations.

Remarks
The new SkeletonInstance uses SIMD to animate up to 4 bones at the same time, though this depends on the number of bones on each parent level depth in the hierachy.
I.e. if there is 1 root bone with 6 child bones; the root node will be animated solo, the first 4 child bones will be animated at the same time, and the 2 last bones will be animated together in the next loop iteration.
Note however, when updating bones in the hierarchy to obtain the derived transforms (rather than animating), the root bone will be updated together using SIMD with the root bones from 3 other SkeletonInstances that share the same SkeletonDef. Only animating them has this restriction. The animation system won't be able to "share" though, if the SkeletonDef had 3 root nodes instead of 1; because we need to put them in a SIMD block in a repeating pattern And repeating 3 bones at least twice gives 6 bones, which doesn't fit in SSE2 (though it should in AVX, where ARRAY_PACKED_REALS = 8)

To those interested in the original repository of OgreAnimation to obtain full history, go to: https://bitbucket.org/dark_sylinc/ogreanimation

Member Typedef Documentation

◆ BoneVec

typedef vector<Bone>::type Ogre::SkeletonInstance::BoneVec

Constructor & Destructor Documentation

◆ SkeletonInstance()

Ogre::SkeletonInstance::SkeletonInstance ( const SkeletonDef skeletonDef,
BoneMemoryManager boneMemoryManager 
)

◆ ~SkeletonInstance()

Ogre::SkeletonInstance::~SkeletonInstance ( )

Member Function Documentation

◆ _decrementRefCount()

void Ogre::SkeletonInstance::_decrementRefCount ( )

◆ _disableAnimation()

void Ogre::SkeletonInstance::_disableAnimation ( SkeletonAnimation animation)

Internal use. Disables given animation. Input should belong to us and already being animated.

◆ _enableAnimation()

void Ogre::SkeletonInstance::_enableAnimation ( SkeletonAnimation animation)

Internal use. Enables given animation. Input should belong to us and not already animated.

◆ _getBoneFullTransform()

FORCEINLINE const SimpleMatrixAf4x3& Ogre::SkeletonInstance::_getBoneFullTransform ( size_t  index) const
inline

Gets full transform of a bone by its index.

◆ _getMemoryBlock()

const void* Ogre::SkeletonInstance::_getMemoryBlock ( ) const

◆ _getMemoryUniqueOffset()

const void* Ogre::SkeletonInstance::_getMemoryUniqueOffset ( ) const

◆ _getRefCount()

uint16 Ogre::SkeletonInstance::_getRefCount ( ) const

◆ _getTransformArray()

const TransformArray& Ogre::SkeletonInstance::_getTransformArray ( ) const
inline

◆ _incrementRefCount()

void Ogre::SkeletonInstance::_incrementRefCount ( )

◆ _updateBoneStartTransforms()

void Ogre::SkeletonInstance::_updateBoneStartTransforms ( )

Updates the contents of SkeletonInstance::mBoneStartTransforms.

Needed when our memory manager performs a cleanup or similar memory change.

◆ addAnimationsFromSkeleton()

void Ogre::SkeletonInstance::addAnimationsFromSkeleton ( const String skelName,
const String groupName 
)

Add all animation clips found in skelName.

Remarks
skelName skeleton must have the same structure (bone count, bone hierarchy) as this, otherwise it may output unexpected behavior or crashes.

◆ getActiveAnimations()

const ActiveAnimationsVec& Ogre::SkeletonInstance::getActiveAnimations ( ) const
inline

Returns all animations that are currently active.

◆ getAnimation()

SkeletonAnimation* Ogre::SkeletonInstance::getAnimation ( IdString  name)

Returns the requested animations. Throws if not found. O(N) Linear search.

◆ getAnimations()

const SkeletonAnimationVec& Ogre::SkeletonInstance::getAnimations ( ) const
inline

Return all animations associated with this skeleton.

◆ getAnimationsNonConst()

SkeletonAnimationVec& Ogre::SkeletonInstance::getAnimationsNonConst ( )
inline

Return all animations associated with this skeleton Be careful with this one! Do not insert/remove elements.

◆ getBone() [1/2]

Bone* Ogre::SkeletonInstance::getBone ( IdString  boneName)

Gets the bone with given name. Throws if not found.

◆ getBone() [2/2]

Bone* Ogre::SkeletonInstance::getBone ( size_t  index)

Gets the bone from its index. Don't overflow!.

See also
getNumBones

◆ getDefinition()

const SkeletonDef* Ogre::SkeletonInstance::getDefinition ( ) const
inline

◆ getNumBones()

size_t Ogre::SkeletonInstance::getNumBones ( ) const

Gets the number of bones.

◆ getParentNode()

Node* Ogre::SkeletonInstance::getParentNode ( ) const
inline

Returns our parent node. May be null.

◆ getTransforms()

void Ogre::SkeletonInstance::getTransforms ( SimpleMatrixAf4x3 *RESTRICT_ALIAS  outTransform,
const FastArray< unsigned short > &  usedBones 
) const

◆ hasAnimation()

bool Ogre::SkeletonInstance::hasAnimation ( IdString  name) const

◆ hasBone()

bool Ogre::SkeletonInstance::hasBone ( IdString  name) const

◆ isManualBone()

bool Ogre::SkeletonInstance::isManualBone ( Bone bone)

Returns true if the bone is manually controlled.

See also
setManualBone
Parameters
boneBone to query if manual. Must belong to this SkeletonInstance.

◆ resetToPose()

void Ogre::SkeletonInstance::resetToPose ( )

Resets the transform of all bones to the binding pose. Manual bones are not reset.

◆ setManualBone()

void Ogre::SkeletonInstance::setManualBone ( Bone bone,
bool  isManual 
)

Sets the given node to manual.

Manual bones won't be reset to binding pose (see resetToPose) and thus are suitable for manual control. However if the bone is animated, you're responsible for resetting the position/rotation/scale before each call to

See also
update
Remarks
You can prevent the bone from receiving animation by setting the bone weight to zero.
See also
SkeletonAnimation::setBoneWeight
Parameters
boneBone to set/unset to manual. Must belong to this SkeletonInstance (an assert is triggered on non-release builds). Behavior is undefined if node doesn't belong to this instance.
isManualTrue to set to manual, false to restore it.

◆ setParentNode()

void Ogre::SkeletonInstance::setParentNode ( Node parentNode)

Sets our parent node so that our bones are in World space.

Iterates through all our bones and sets the root bones

Remarks
Bones explicitly parented to a different node via setSceneNodeAsParentOfBone will remain parented to that node.

◆ setSceneNodeAsParentOfBone()

void Ogre::SkeletonInstance::setSceneNodeAsParentOfBone ( Bone bone,
SceneNode nodeParent 
)

Sets a regular SceneNode to be parent of this Bone for manually controlling a bone (e.g.

have a bone follow a character). You may want to also call setManualBone as well to prevent animation on this bone.

Parameters
nodeParentNode to be parent of this scene node. Use a null pointer to remove the attachment.

◆ update()

void Ogre::SkeletonInstance::update ( )

The documentation for this class was generated from the following file: