OGRE  1.10.12
Object-Oriented Graphics Rendering Engine
Ogre::Skeleton Class Reference

A collection of Bone objects used to animate a skinned mesh. More...

#include <OgreSkeleton.h>

+ Inheritance diagram for Ogre::Skeleton:

Public Types

typedef vector< ushort >::type BoneHandleMap
 Map to translate bone handle from one skeleton to another skeleton. More...
 
typedef VectorIterator< BoneListBoneIterator
 
typedef vector< Bone * >::type BoneList
 
typedef ConstVectorIterator< LinkedSkeletonAnimSourceListLinkedSkeletonAnimSourceIterator
 
typedef vector< LinkedSkeletonAnimationSource >::type LinkedSkeletonAnimSourceList
 
enum  LoadingFlags {
  LF_DEFAULT = 0, LF_INCLUDE_NON_RELOADABLE = 1, LF_ONLY_UNREFERENCED = 2, LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE = 3,
  LF_PRESERVE_STATE = 4
}
 Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior. More...
 
enum  LoadingState {
  LOADSTATE_UNLOADED, LOADSTATE_LOADING, LOADSTATE_LOADED, LOADSTATE_UNLOADING,
  LOADSTATE_PREPARED, LOADSTATE_PREPARING
}
 Enum identifying the loading state of the resource. More...
 

Public Member Functions

 Skeleton (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0)
 Constructor, don't call directly, use SkeletonManager. More...
 
virtual ~Skeleton ()
 
virtual void _buildMapBoneByHandle (const Skeleton *source, BoneHandleMap &boneHandleMap) const
 Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. More...
 
virtual void _buildMapBoneByName (const Skeleton *source, BoneHandleMap &boneHandleMap) const
 Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. More...
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed. More...
 
void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event. More...
 
void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event. More...
 
void _fireUnloadingComplete (void)
 Firing of unloading complete event. More...
 
virtual Animation_getAnimationImpl (const String &name, const LinkedSkeletonAnimationSource **linker=0) const
 Internal accessor for animations (returns null if animation does not exist) More...
 
virtual void _getBoneMatrices (Matrix4 *pMatrices)
 Populates the passed in array with the bone matrices based on the current position. More...
 
virtual void _initAnimationState (AnimationStateSet *animSet)
 Initialise an animation set suitable for use with this skeleton. More...
 
virtual void _mergeSkeletonAnimations (const Skeleton *source, const BoneHandleMap &boneHandleMap, const StringVector &animations=StringVector())
 Merge animations from another Skeleton object into this skeleton. More...
 
virtual void _notifyManualBonesDirty (void)
 Internal method for marking the manual bones as dirty. More...
 
virtual void _notifyManualBoneStateChange (Bone *bone)
 Internal method for notifying that a bone is manual. More...
 
void _notifyOrigin (const String &origin)
 Notify this resource of it's origin. More...
 
virtual void _refreshAnimationState (AnimationStateSet *animSet)
 Refresh an animation set suitable for use with this skeleton. More...
 
virtual void _updateTransforms (void)
 Updates all the derived transforms in the skeleton. More...
 
virtual void addLinkedSkeletonAnimationSource (const String &skelName, Real scale=1.0f)
 Allows you to use the animations from another Skeleton object to animate this skeleton. More...
 
virtual void addListener (Listener *lis)
 Register a listener on this resource. More...
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource. More...
 
void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
virtual AnimationcreateAnimation (const String &name, Real length)
 Creates a new Animation object for animating this skeleton. More...
 
virtual BonecreateBone (void)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual BonecreateBone (unsigned short handle)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual BonecreateBone (const String &name)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual BonecreateBone (const String &name, unsigned short handle)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource. More...
 
virtual AnimationgetAnimation (const String &name, const LinkedSkeletonAnimationSource **linker) const
 Returns the named Animation object. More...
 
virtual AnimationgetAnimation (const String &name) const
 Returns the named Animation object. More...
 
virtual AnimationgetAnimation (unsigned short index) const
 Gets a single animation by index. More...
 
virtual SkeletonAnimationBlendMode getBlendMode () const
 Gets the animation blending mode which this skeleton will use. More...
 
virtual BonegetBone (unsigned short handle) const
 Gets a bone by it's handle. More...
 
virtual BonegetBone (const String &name) const
 Gets a bone by it's name. More...
 
virtual BoneIterator getBoneIterator (void)
 Get an iterator over all the bones in the skeleton. More...
 
const BoneListgetBones () const
 Get all the bones in the skeleton. More...
 
ResourceManagergetCreator (void)
 Gets the manager which created this resource. More...
 
virtual const StringgetGroup (void) const
 Gets the group which this resource is a member of. More...
 
virtual ResourceHandle getHandle (void) const
 
virtual LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator (void) const
 Get an iterator over the linked skeletons used as animation sources. More...
 
virtual LoadingState getLoadingState () const
 Returns the current loading state. More...
 
virtual bool getManualBonesDirty (void) const
 Have manual bones been modified since the skeleton was last updated? More...
 
virtual const StringgetName (void) const
 Gets resource name. More...
 
virtual unsigned short getNumAnimations (void) const
 Gets the number of animations on this skeleton. More...
 
virtual unsigned short getNumBones (void) const
 Returns the number of bones in this skeleton. More...
 
const StringgetOrigin (void) const
 Get the origin of this resource, e.g. More...
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary (void) const
 
String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object. More...
 
virtual BonegetRootBone (void) const
 Gets the root bone of the skeleton. More...
 
virtual BoneIterator getRootBoneIterator (void)
 Get an iterator over the root bones in the skeleton, ie those with no parents. More...
 
const BoneListgetRootBones () const
 Get the root bones in the skeleton, ie those with no parents. More...
 
virtual size_t getSize (void) const
 Retrieves info about the size of the resource. More...
 
virtual size_t getStateCount () const
 Returns the number of times this resource has changed state, which generally means the number of times it has been loaded. More...
 
virtual bool hasAnimation (const String &name) const
 Returns whether this skeleton contains the named animation. More...
 
virtual bool hasBone (const String &name) const
 Returns whether this skeleton contains the named bone. More...
 
virtual bool hasManualBones (void) const
 Are there any manually controlled bones? More...
 
virtual bool isBackgroundLoaded (void) const
 Returns whether this Resource has been earmarked for background loading. More...
 
virtual bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise. More...
 
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading. More...
 
virtual bool isManuallyLoaded (void) const
 Is this resource manually loaded? More...
 
virtual bool isPrepared (void) const
 Returns true if the Resource has been prepared, false otherwise. More...
 
virtual bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise. More...
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already. More...
 
virtual void optimiseAllAnimations (bool preservingIdentityNodeTracks=false)
 Optimise all of this skeleton's animations. More...
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already. More...
 
virtual void reload (LoadingFlags flags=LF_DEFAULT)
 Reloads the resource, if it is already loaded. More...
 
virtual void removeAllLinkedSkeletonAnimationSources (void)
 Remove all links to other skeletons for the purposes of sharing animation. More...
 
virtual void removeAnimation (const String &name)
 Removes an Animation from this skeleton. More...
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource. More...
 
virtual void reset (bool resetManualBones=false)
 Resets the position and orientation of all bones in this skeleton to their original binding position. More...
 
virtual void setAnimationState (const AnimationStateSet &animSet)
 Changes the state of the skeleton to reflect the application of the passed in collection of animations. More...
 
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not. More...
 
virtual void setBindingPose (void)
 Sets the current position / orientation to be the 'binding pose' i.e. More...
 
virtual void setBlendMode (SkeletonAnimationBlendMode state)
 Sets the animation blending mode this skeleton will use. More...
 
virtual void setManuallyLoaded (bool isManual)
 Set "Is this resource manually loaded?". More...
 
bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
virtual void setToLoaded (void)
 Change the Resource loading state to loaded. More...
 
virtual void touch (void)
 'Touches' the resource to indicate it has been used. More...
 
virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
 

Static Public Member Functions

static void cleanupDictionary ()
 Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. More...
 

Public Attributes

 OGRE_AUTO_MUTEX
 

Friends

class SkeletonInstance
 

Detailed Description

A collection of Bone objects used to animate a skinned mesh.

Remarks
Skeletal animation works by having a collection of 'bones' which are actually just joints with a position and orientation, arranged in a tree structure. For example, the wrist joint is a child of the elbow joint, which in turn is a child of the shoulder joint. Rotating the shoulder automatically moves the elbow and wrist as well due to this hierarchy.
So how does this animate a mesh? Well every vertex in a mesh is assigned to one or more bones which affects it's position when the bone is moved. If a vertex is assigned to more than one bone, then weights must be assigned to determine how much each bone affects the vertex (actually a weight of 1.0 is used for single bone assignments). Weighted vertex assignments are especially useful around the joints themselves to avoid 'pinching' of the mesh in this region.
Therefore by moving the skeleton using preset animations, we can animate the mesh. The advantage of using skeletal animation is that you store less animation data, especially as vertex counts increase. In addition, you are able to blend multiple animations together (e.g. walking and looking around, running and shooting) and provide smooth transitions between animations without incurring as much of an overhead as would be involved if you did this on the core vertex data.
Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They are loaded on demand, especially when referenced by a Mesh.

Member Typedef Documentation

◆ BoneList

◆ BoneIterator

◆ LinkedSkeletonAnimSourceList

◆ LinkedSkeletonAnimSourceIterator

◆ BoneHandleMap

Map to translate bone handle from one skeleton to another skeleton.

Member Enumeration Documentation

◆ LoadingState

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

◆ LoadingFlags

Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.

Enumerator
LF_DEFAULT 

Only reloadable resources are processed, reload restores initial state.

LF_INCLUDE_NON_RELOADABLE 

Process non-reloadable resources too.

LF_ONLY_UNREFERENCED 

Process only resources which are not referenced by any other object. Usefull to reduce resource consumption.

LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE 

Combination of LF_ONLY_UNREFERENCED and LF_INCLUDE_NON_RELOADABLE.

LF_PRESERVE_STATE 

Preserve some states during reloading, for example stencil shadows prepareness for Meshes.

Constructor & Destructor Documentation

◆ Skeleton()

Ogre::Skeleton::Skeleton ( ResourceManager creator,
const String name,
ResourceHandle  handle,
const String group,
bool  isManual = false,
ManualResourceLoader loader = 0 
)

Constructor, don't call directly, use SkeletonManager.

Remarks
On creation, a Skeleton has a no bones, you should create them and link them together appropriately.

◆ ~Skeleton()

virtual Ogre::Skeleton::~Skeleton ( )
virtual

Member Function Documentation

◆ createBone() [1/4]

virtual Bone* Ogre::Skeleton::createBone ( void  )
virtual

Creates a brand new Bone owned by this Skeleton.

Remarks
This method creates an unattached new Bone for this skeleton. Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created the root bone.
Note that this method automatically generates a handle for the bone, which you can retrieve using Bone::getHandle. If you wish the new Bone to have a specific handle, use the alternate form of this method which takes a handle as a parameter, although you should note the restrictions.

◆ createBone() [2/4]

virtual Bone* Ogre::Skeleton::createBone ( unsigned short  handle)
virtual

Creates a brand new Bone owned by this Skeleton.

Remarks
This method creates an unattached new Bone for this skeleton and assigns it a specific handle. Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created a root bone.
Parameters
handleThe handle to give to this new bone - must be unique within this skeleton. You should also ensure that all bone handles are eventually contiguous (this is to simplify their compilation into an indexed array of transformation matrices). For this reason it is advised that you use the simpler createBone method which automatically assigns a sequential handle starting from 0.

◆ createBone() [3/4]

virtual Bone* Ogre::Skeleton::createBone ( const String name)
virtual

Creates a brand new Bone owned by this Skeleton.

Remarks
This method creates an unattached new Bone for this skeleton and assigns it a specific name.Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created the root bone.
Parameters
nameThe name to give to this new bone - must be unique within this skeleton. Note that the way OGRE looks up bones is via a numeric handle, so if you name a Bone this way it will be given an automatic sequential handle. The name is just for your convenience, although it is recommended that you only use the handle to retrieve the bone in performance-critical code.

◆ createBone() [4/4]

virtual Bone* Ogre::Skeleton::createBone ( const String name,
unsigned short  handle 
)
virtual

Creates a brand new Bone owned by this Skeleton.

Remarks
This method creates an unattached new Bone for this skeleton and assigns it a specific name and handle. Unless this is to be a root bone (there may be more than one of these), you must attach it to another Bone in the skeleton using addChild for it to be any use. For this reason you will likely be better off creating child bones using the Bone::createChild method instead, once you have created the root bone.
Parameters
nameThe name to give to this new bone - must be unique within this skeleton.
handleThe handle to give to this new bone - must be unique within this skeleton.

◆ getNumBones()

virtual unsigned short Ogre::Skeleton::getNumBones ( void  ) const
virtual

Returns the number of bones in this skeleton.

◆ getRootBone()

virtual Bone* Ogre::Skeleton::getRootBone ( void  ) const
inlinevirtual

Gets the root bone of the skeleton.

Deprecated:
use Skeleton::getRootBones

◆ getRootBoneIterator()

virtual BoneIterator Ogre::Skeleton::getRootBoneIterator ( void  )
virtual

Get an iterator over the root bones in the skeleton, ie those with no parents.

Deprecated:
use Skeleton::getRootBones

◆ getRootBones()

const BoneList& Ogre::Skeleton::getRootBones ( ) const

Get the root bones in the skeleton, ie those with no parents.

The system derives the root bone the first time you ask for it. The root bone is the only bone in the skeleton which has no parent. The system locates it by taking the first bone in the list and going up the bone tree until there are no more parents, and saves this top bone as the root. If you are building the skeleton manually using createBone then you must ensure there is only one bone which is not a child of another bone, otherwise your skeleton will not work properly. If you use createBone only once, and then use Bone::createChild from then on, then inherently the first bone you create will by default be the root.

◆ getBoneIterator()

virtual BoneIterator Ogre::Skeleton::getBoneIterator ( void  )
virtual

Get an iterator over all the bones in the skeleton.

Deprecated:
use getBones()

◆ getBones()

const BoneList& Ogre::Skeleton::getBones ( ) const
inline

Get all the bones in the skeleton.

◆ getBone() [1/2]

virtual Bone* Ogre::Skeleton::getBone ( unsigned short  handle) const
virtual

Gets a bone by it's handle.

◆ getBone() [2/2]

virtual Bone* Ogre::Skeleton::getBone ( const String name) const
virtual

Gets a bone by it's name.

◆ hasBone()

virtual bool Ogre::Skeleton::hasBone ( const String name) const
virtual

Returns whether this skeleton contains the named bone.

◆ setBindingPose()

virtual void Ogre::Skeleton::setBindingPose ( void  )
virtual

Sets the current position / orientation to be the 'binding pose' i.e.

the layout in which bones were originally bound to a mesh.

◆ reset()

virtual void Ogre::Skeleton::reset ( bool  resetManualBones = false)
virtual

Resets the position and orientation of all bones in this skeleton to their original binding position.

Remarks
A skeleton is bound to a mesh in a binding pose. Bone positions are then modified from this position during animation. This method returns all the bones to their original position and orientation.
Parameters
resetManualBonesIf set to true, causes the state of manual bones to be reset too, which is normally not done to allow the manual state to persist even when keyframe animation is applied.

◆ createAnimation()

virtual Animation* Ogre::Skeleton::createAnimation ( const String name,
Real  length 
)
virtual

Creates a new Animation object for animating this skeleton.

Parameters
nameThe name of this animation
lengthThe length of the animation in seconds

Implements Ogre::AnimationContainer.

Reimplemented in Ogre::SkeletonInstance.

◆ getAnimation() [1/3]

virtual Animation* Ogre::Skeleton::getAnimation ( const String name,
const LinkedSkeletonAnimationSource **  linker 
) const
virtual

Returns the named Animation object.

Remarks
Will pick up animations in linked skeletons (
See also
addLinkedSkeletonAnimationSource).
Parameters
nameThe name of the animation
linkerOptional pointer to a pointer to the linked skeleton animation where this is coming from.

Reimplemented in Ogre::SkeletonInstance.

◆ getAnimation() [2/3]

virtual Animation* Ogre::Skeleton::getAnimation ( const String name) const
virtual

Returns the named Animation object.

Remarks
Will pick up animations in linked skeletons (
See also
addLinkedSkeletonAnimationSource).
Parameters
nameThe name of the animation

Implements Ogre::AnimationContainer.

◆ _getAnimationImpl()

virtual Animation* Ogre::Skeleton::_getAnimationImpl ( const String name,
const LinkedSkeletonAnimationSource **  linker = 0 
) const
virtual

Internal accessor for animations (returns null if animation does not exist)

Reimplemented in Ogre::SkeletonInstance.

◆ hasAnimation()

virtual bool Ogre::Skeleton::hasAnimation ( const String name) const
virtual

Returns whether this skeleton contains the named animation.

Implements Ogre::AnimationContainer.

◆ removeAnimation()

virtual void Ogre::Skeleton::removeAnimation ( const String name)
virtual

Removes an Animation from this skeleton.

Implements Ogre::AnimationContainer.

Reimplemented in Ogre::SkeletonInstance.

◆ setAnimationState()

virtual void Ogre::Skeleton::setAnimationState ( const AnimationStateSet animSet)
virtual

Changes the state of the skeleton to reflect the application of the passed in collection of animations.

Remarks
Animating a skeleton involves both interpolating between keyframes of a specific animation, and blending between the animations themselves. Calling this method sets the state of the skeleton so that it reflects the combination of all the passed in animations, at the time index specified for each, using the weights specified. Note that the weights between animations do not have to sum to 1.0, because some animations may affect only subsets of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the movement will just be exaggerated.

◆ _initAnimationState()

virtual void Ogre::Skeleton::_initAnimationState ( AnimationStateSet animSet)
virtual

Initialise an animation set suitable for use with this skeleton.

Remarks
Only recommended for use inside the engine, not by applications.

Reimplemented in Ogre::SkeletonInstance.

◆ _refreshAnimationState()

virtual void Ogre::Skeleton::_refreshAnimationState ( AnimationStateSet animSet)
virtual

Refresh an animation set suitable for use with this skeleton.

Remarks
Only recommended for use inside the engine, not by applications.

Reimplemented in Ogre::SkeletonInstance.

◆ _getBoneMatrices()

virtual void Ogre::Skeleton::_getBoneMatrices ( Matrix4 pMatrices)
virtual

Populates the passed in array with the bone matrices based on the current position.

Remarks
Internal use only. The array pointed to by the passed in pointer must be at least as large as the number of bones. Assumes animation has already been updated.

◆ getNumAnimations()

virtual unsigned short Ogre::Skeleton::getNumAnimations ( void  ) const
virtual

Gets the number of animations on this skeleton.

Implements Ogre::AnimationContainer.

Reimplemented in Ogre::SkeletonInstance.

◆ getAnimation() [3/3]

virtual Animation* Ogre::Skeleton::getAnimation ( unsigned short  index) const
virtual

Gets a single animation by index.

Remarks
Will NOT pick up animations in linked skeletons (
See also
addLinkedSkeletonAnimationSource).

Implements Ogre::AnimationContainer.

Reimplemented in Ogre::SkeletonInstance.

◆ getBlendMode()

virtual SkeletonAnimationBlendMode Ogre::Skeleton::getBlendMode ( ) const
virtual

Gets the animation blending mode which this skeleton will use.

◆ setBlendMode()

virtual void Ogre::Skeleton::setBlendMode ( SkeletonAnimationBlendMode  state)
virtual

Sets the animation blending mode this skeleton will use.

◆ _updateTransforms()

virtual void Ogre::Skeleton::_updateTransforms ( void  )
virtual

Updates all the derived transforms in the skeleton.

◆ optimiseAllAnimations()

virtual void Ogre::Skeleton::optimiseAllAnimations ( bool  preservingIdentityNodeTracks = false)
virtual

Optimise all of this skeleton's animations.

See also
Animation::optimise
Parameters
preservingIdentityNodeTracksIf true, don't destroy identity node tracks.

◆ addLinkedSkeletonAnimationSource()

virtual void Ogre::Skeleton::addLinkedSkeletonAnimationSource ( const String skelName,
Real  scale = 1.0f 
)
virtual

Allows you to use the animations from another Skeleton object to animate this skeleton.

Remarks
If you have skeletons of identical structure (that means identically named bones with identical handles, and with the same hierarchy), but slightly different proportions or binding poses, you can re-use animations from one in the other. Because animations are actually stored as changes to bones from their bind positions, it's possible to use the same animation data for different skeletons, provided the skeletal structure matches and the 'deltas' stored in the keyframes apply equally well to the other skeletons bind position (so they must be roughly similar, but don't have to be identical). You can use the 'scale' option to adjust the translation and scale keyframes where there are large differences in size between the skeletons.
Note
This method takes a skeleton name, rather than a more specific animation name, for two reasons; firstly it allows some validation of compatibility of skeletal structure, and secondly skeletons are the unit of loading. Linking a skeleton to another in this way means that the linkee will be prevented from being destroyed until the linker is destroyed.

You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's animations, and SkeletonB uses SkeletonA's animations. This is because it would set up a circular dependency which would prevent proper unloading - make one of the skeletons the 'master' in this case.

Parameters
skelNameName of the skeleton to link animations from. This skeleton will be loaded immediately if this skeleton is already loaded, otherwise it will be loaded when this skeleton is.
scaleA scale factor to apply to translation and scaling elements of the keyframes in the other skeleton when applying the animations to this one. Compensates for skeleton size differences.

Reimplemented in Ogre::SkeletonInstance.

◆ removeAllLinkedSkeletonAnimationSources()

virtual void Ogre::Skeleton::removeAllLinkedSkeletonAnimationSources ( void  )
virtual

Remove all links to other skeletons for the purposes of sharing animation.

Reimplemented in Ogre::SkeletonInstance.

◆ getLinkedSkeletonAnimationSourceIterator()

virtual LinkedSkeletonAnimSourceIterator Ogre::Skeleton::getLinkedSkeletonAnimationSourceIterator ( void  ) const
virtual

Get an iterator over the linked skeletons used as animation sources.

Reimplemented in Ogre::SkeletonInstance.

◆ _notifyManualBonesDirty()

virtual void Ogre::Skeleton::_notifyManualBonesDirty ( void  )
virtual

Internal method for marking the manual bones as dirty.

◆ _notifyManualBoneStateChange()

virtual void Ogre::Skeleton::_notifyManualBoneStateChange ( Bone bone)
virtual

Internal method for notifying that a bone is manual.

◆ getManualBonesDirty()

virtual bool Ogre::Skeleton::getManualBonesDirty ( void  ) const
inlinevirtual

Have manual bones been modified since the skeleton was last updated?

◆ hasManualBones()

virtual bool Ogre::Skeleton::hasManualBones ( void  ) const
inlinevirtual

Are there any manually controlled bones?

◆ _mergeSkeletonAnimations()

virtual void Ogre::Skeleton::_mergeSkeletonAnimations ( const Skeleton source,
const BoneHandleMap boneHandleMap,
const StringVector animations = StringVector() 
)
virtual

Merge animations from another Skeleton object into this skeleton.

Remarks
This function allow merge two structures compatible skeletons. The 'compatible' here means identically bones will have same hierarchy, but skeletons are not necessary to have same number of bones (if number bones of source skeleton's more than this skeleton, they will copied as is, except that duplicate names are disallowed; and in the case of bones missing in source skeleton, nothing happen for those bones).
There are also unnecessary to have same binding poses, this function will adjust keyframes of the source skeleton to match this skeleton automatically.
It's useful for exporting skeleton animations separately. i.e. export mesh and 'master' skeleton at the same time, and then other animations will export separately (even if used completely difference binding pose), finally, merge separately exported animations into 'master' skeleton.
Parameters
sourcePointer to source skeleton. It'll keep unmodified.
boneHandleMapA map to translate identically bone's handle from source skeleton to this skeleton. If mapped bone handle doesn't exists in this skeleton, it'll created. You can populate bone handle map manually, or use predefined functions build bone handle map for you. (
See also
_buildMapBoneByHandle, _buildMapBoneByName)
Parameters
animationsA list name of animations to merge, if empty, all animations of source skeleton are used to merge. Note that the animation names must not presented in this skeleton, and will NOT pick up animations in linked skeletons (
See also
addLinkedSkeletonAnimationSource).

◆ _buildMapBoneByHandle()

virtual void Ogre::Skeleton::_buildMapBoneByHandle ( const Skeleton source,
BoneHandleMap boneHandleMap 
) const
virtual

Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.

Remarks
Identically bones are determine by handle.

◆ _buildMapBoneByName()

virtual void Ogre::Skeleton::_buildMapBoneByName ( const Skeleton source,
BoneHandleMap boneHandleMap 
) const
virtual

Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.

Remarks
Identically bones are determine by name.

◆ prepare()

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false)
virtualinherited

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters
backgroundThreadWhether this is occurring in a background thread

◆ load()

virtual void Ogre::Resource::load ( bool  backgroundThread = false)
virtualinherited

Loads the resource, if it is not already.

Remarks
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters
backgroundThreadIndicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ reload()

virtual void Ogre::Resource::reload ( LoadingFlags  flags = LF_DEFAULT)
virtualinherited

Reloads the resource, if it is already loaded.

Remarks
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::Mesh, and Ogre::UnifiedHighLevelGpuProgram.

◆ isReloadable()

virtual bool Ogre::Resource::isReloadable ( void  ) const
inlinevirtualinherited

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ isManuallyLoaded()

virtual bool Ogre::Resource::isManuallyLoaded ( void  ) const
inlinevirtualinherited

Is this resource manually loaded?

◆ setManuallyLoaded()

virtual void Ogre::Resource::setManuallyLoaded ( bool  isManual)
inlinevirtualinherited

Set "Is this resource manually loaded?".

Deprecated:
do not use

◆ unload()

virtual void Ogre::Resource::unload ( void  )
virtualinherited

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getSize()

virtual size_t Ogre::Resource::getSize ( void  ) const
inlinevirtualinherited

Retrieves info about the size of the resource.

Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

◆ touch()

virtual void Ogre::Resource::touch ( void  )
virtualinherited

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::Material, Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

Referenced by Ogre::Material::touch().

◆ getName()

virtual const String& Ogre::Resource::getName ( void  ) const
inlinevirtualinherited

◆ getHandle()

virtual ResourceHandle Ogre::Resource::getHandle ( void  ) const
inlinevirtualinherited

Reimplemented in Ogre::SkeletonInstance.

◆ isPrepared()

virtual bool Ogre::Resource::isPrepared ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been prepared, false otherwise.

References Ogre::AtomicScalar< T >::load().

◆ isLoaded()

virtual bool Ogre::Resource::isLoaded ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::load().

◆ setToLoaded()

virtual void Ogre::Resource::setToLoaded ( void  )
inlinevirtualinherited

Change the Resource loading state to loaded.

Deprecated:
do not use

References Ogre::AtomicScalar< T >::store().

◆ isLoading()

virtual bool Ogre::Resource::isLoading ( ) const
inlinevirtualinherited

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::load().

◆ getLoadingState()

virtual LoadingState Ogre::Resource::getLoadingState ( ) const
inlinevirtualinherited

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

References Ogre::AtomicScalar< T >::load().

◆ isBackgroundLoaded()

virtual bool Ogre::Resource::isBackgroundLoaded ( void  ) const
inlinevirtualinherited

Returns whether this Resource has been earmarked for background loading.

Remarks
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ setBackgroundLoaded()

virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl)
inlinevirtualinherited

Tells the resource whether it is background loaded or not.

See also
Resource::isBackgroundLoaded. Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ escalateLoading()

virtual void Ogre::Resource::escalateLoading ( )
virtualinherited

Escalates the loading of a background loaded resource.

Remarks
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ addListener()

virtual void Ogre::Resource::addListener ( Listener lis)
virtualinherited

Register a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ removeListener()

virtual void Ogre::Resource::removeListener ( Listener lis)
virtualinherited

Remove a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

◆ getGroup()

virtual const String& Ogre::Resource::getGroup ( void  ) const
inlinevirtualinherited

Gets the group which this resource is a member of.

Reimplemented in Ogre::SkeletonInstance.

◆ changeGroupOwnership()

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup)
virtualinherited

Change the resource group ownership of a Resource.

Remarks
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters
newGroupName of the new group

◆ getCreator()

ResourceManager* Ogre::Resource::getCreator ( void  )
inlineinherited

Gets the manager which created this resource.

◆ getOrigin()

const String& Ogre::Resource::getOrigin ( void  ) const
inlineinherited

Get the origin of this resource, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

◆ _notifyOrigin()

void Ogre::Resource::_notifyOrigin ( const String origin)
inlineinherited

Notify this resource of it's origin.

◆ getStateCount()

virtual size_t Ogre::Resource::getStateCount ( ) const
inlinevirtualinherited

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

◆ _dirtyState()

virtual void Ogre::Resource::_dirtyState ( )
virtualinherited

Manually mark the state of this resource as having been changed.

Remarks
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also
getStateCount.

◆ _fireLoadingComplete()

void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded)
inherited

Firing of loading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _firePreparingComplete()

void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded)
inherited

Firing of preparing complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event

◆ _fireUnloadingComplete()

void Ogre::Resource::_fireUnloadingComplete ( void  )
inherited

Firing of unloading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.

◆ getParamDictionary() [1/2]

ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  )
inlineinherited

Retrieves the parameter dictionary for this class.

Remarks
Only valid to call this after createParamDictionary.
Returns
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

◆ getParamDictionary() [2/2]

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  ) const
inlineinherited

◆ getParameters()

const ParameterList& Ogre::StringInterface::getParameters ( void  ) const
inherited

Retrieves a list of parameters valid for this object.

Returns
A reference to a static list of ParameterDef objects.

◆ setParameter()

bool Ogre::StringInterface::setParameter ( const String name,
const String value 
)
inherited

Generic parameter setting method.

Remarks
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
nameThe name of the parameter to set
valueString value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

◆ setParameterList()

void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList)
inherited

Generic multiple parameter setting method.

Remarks
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
paramListName/value pair list

◆ getParameter()

String Ogre::StringInterface::getParameter ( const String name) const
inlineinherited

Generic parameter retrieval method.

Remarks
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters
nameThe name of the parameter to get
Returns
String value of parameter, blank if not found

References Ogre::ParamCommand::doGet().

◆ copyParametersTo()

void Ogre::StringInterface::copyParametersTo ( StringInterface dest) const
inlineinherited

Method for copying this object's parameters to another object.

Remarks
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters
destPointer to object to have it's parameters set the same as this object.

References Ogre::StringInterface::setParameter().

◆ cleanupDictionary()

static void Ogre::StringInterface::cleanupDictionary ( )
staticinherited

Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g.

MaterialManager) initializes.

Friends And Related Function Documentation

◆ SkeletonInstance

friend class SkeletonInstance
friend

Member Data Documentation

◆ OGRE_AUTO_MUTEX

Ogre::Resource::OGRE_AUTO_MUTEX
inherited

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