OGRE
1.10.12
Object-Oriented Graphics Rendering Engine
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A SkeletonInstance is a single instance of a Skeleton used by a world object. More...
#include <OgreSkeletonInstance.h>
Public Types | |
typedef vector< ushort >::type | BoneHandleMap |
Map to translate bone handle from one skeleton to another skeleton. More... | |
typedef VectorIterator< BoneList > | BoneIterator |
typedef vector< Bone * >::type | BoneList |
typedef ConstVectorIterator< LinkedSkeletonAnimSourceList > | LinkedSkeletonAnimSourceIterator |
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 | |
SkeletonInstance (const SkeletonPtr &masterCopy) | |
Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh. More... | |
~SkeletonInstance () | |
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... | |
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... | |
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... | |
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... | |
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... | |
Animation * | createAnimation (const String &name, Real length) |
Creates a new Animation object for animating this skeleton. More... | |
virtual Bone * | createBone (void) |
Creates a brand new Bone owned by this Skeleton. More... | |
virtual Bone * | createBone (unsigned short handle) |
Creates a brand new Bone owned by this Skeleton. More... | |
virtual Bone * | createBone (const String &name) |
Creates a brand new Bone owned by this Skeleton. More... | |
virtual Bone * | createBone (const String &name, unsigned short handle) |
Creates a brand new Bone owned by this Skeleton. More... | |
TagPoint * | createTagPointOnBone (Bone *bone, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO) |
Creates a TagPoint ready to be attached to a bone. More... | |
virtual void | escalateLoading () |
Escalates the loading of a background loaded resource. More... | |
void | freeTagPoint (TagPoint *tagPoint) |
Frees a TagPoint that already attached to a bone. More... | |
Animation * | getAnimation (unsigned short index) const |
Gets a single animation by index. More... | |
Animation * | getAnimation (const String &name, const LinkedSkeletonAnimationSource **linker=0) const |
Returns the named Animation object. More... | |
virtual Animation * | getAnimation (const String &name) const |
Returns the named Animation object. More... | |
virtual SkeletonAnimationBlendMode | getBlendMode () const |
Gets the animation blending mode which this skeleton will use. More... | |
virtual Bone * | getBone (unsigned short handle) const |
Gets a bone by it's handle. More... | |
virtual Bone * | getBone (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 BoneList & | getBones () const |
Get all the bones in the skeleton. More... | |
ResourceManager * | getCreator (void) |
Gets the manager which created this resource. More... | |
const String & | getGroup (void) const |
Gets the group which this resource is a member of. More... | |
ResourceHandle | getHandle (void) const |
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... | |
const String & | getName (void) const |
Gets resource name. More... | |
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 String & | getOrigin (void) const |
Get the origin of this resource, e.g. More... | |
ParamDictionary * | getParamDictionary (void) |
Retrieves the parameter dictionary for this class. More... | |
const ParamDictionary * | getParamDictionary (void) const |
String | getParameter (const String &name) const |
Generic parameter retrieval method. More... | |
const ParameterList & | getParameters (void) const |
Retrieves a list of parameters valid for this object. More... | |
virtual Bone * | getRootBone (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 BoneList & | getRootBones () 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... | |
void | removeAllLinkedSkeletonAnimationSources (void) |
Remove all links to other skeletons for the purposes of sharing animation. More... | |
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 ¶mList) |
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 | |
A SkeletonInstance is a single instance of a Skeleton used by a world object.
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inherited |
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inherited |
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inherited |
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Map to translate bone handle from one skeleton to another skeleton.
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Enum that allow to choose subset of unloaded/reloaded resources and to adjust reloading behavior.
Ogre::SkeletonInstance::SkeletonInstance | ( | const SkeletonPtr & | masterCopy | ) |
Ogre::SkeletonInstance::~SkeletonInstance | ( | ) |
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Gets the number of animations on this skeleton.
Reimplemented from Ogre::Skeleton.
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Gets a single animation by index.
Reimplemented from Ogre::Skeleton.
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Internal accessor for animations (returns null if animation does not exist)
Reimplemented from Ogre::Skeleton.
Creates a new Animation object for animating this skeleton.
name | The name of this animation |
length | The length of the animation in seconds |
Reimplemented from Ogre::Skeleton.
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Returns the named Animation object.
Reimplemented from Ogre::Skeleton.
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Removes an Animation from this skeleton.
Reimplemented from Ogre::Skeleton.
TagPoint* Ogre::SkeletonInstance::createTagPointOnBone | ( | Bone * | bone, |
const Quaternion & | offsetOrientation = Quaternion::IDENTITY , |
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const Vector3 & | offsetPosition = Vector3::ZERO |
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Creates a TagPoint ready to be attached to a bone.
void Ogre::SkeletonInstance::freeTagPoint | ( | TagPoint * | tagPoint | ) |
Frees a TagPoint that already attached to a bone.
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Allows you to use the animations from another Skeleton object to animate this skeleton.
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.
skelName | Name 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. |
scale | A 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 from Ogre::Skeleton.
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Remove all links to other skeletons for the purposes of sharing animation.
Reimplemented from Ogre::Skeleton.
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Get an iterator over the linked skeletons used as animation sources.
Reimplemented from Ogre::Skeleton.
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Initialise an animation set suitable for use with this skeleton.
Reimplemented from Ogre::Skeleton.
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Refresh an animation set suitable for use with this skeleton.
Reimplemented from Ogre::Skeleton.
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Gets resource name.
Reimplemented from Ogre::Resource.
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Reimplemented from Ogre::Resource.
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Gets the group which this resource is a member of.
Reimplemented from Ogre::Resource.
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Creates a brand new Bone owned by this Skeleton.
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virtualinherited |
Creates a brand new Bone owned by this Skeleton.
handle | The 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. |
Creates a brand new Bone owned by this Skeleton.
name | The 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. |
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virtualinherited |
Creates a brand new Bone owned by this Skeleton.
name | The name to give to this new bone - must be unique within this skeleton. |
handle | The handle to give to this new bone - must be unique within this skeleton. |
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virtualinherited |
Returns the number of bones in this skeleton.
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inlinevirtualinherited |
Gets the root bone of the skeleton.
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virtualinherited |
Get an iterator over the root bones in the skeleton, ie those with no parents.
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inherited |
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.
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Get an iterator over all the bones in the skeleton.
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inlineinherited |
Get all the bones in the skeleton.
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Gets a bone by it's handle.
Gets a bone by it's name.
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Returns whether this skeleton contains the named bone.
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Sets the current position / orientation to be the 'binding pose' i.e.
the layout in which bones were originally bound to a mesh.
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Resets the position and orientation of all bones in this skeleton to their original binding position.
resetManualBones | If 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. |
Returns the named Animation object.
name | The name of the animation |
Implements Ogre::AnimationContainer.
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Returns whether this skeleton contains the named animation.
Implements Ogre::AnimationContainer.
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Changes the state of the skeleton to reflect the application of the passed in collection of animations.
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Populates the passed in array with the bone matrices based on the current position.
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Gets the animation blending mode which this skeleton will use.
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Sets the animation blending mode this skeleton will use.
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Updates all the derived transforms in the skeleton.
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Optimise all of this skeleton's animations.
preservingIdentityNodeTracks | If true, don't destroy identity node tracks. |
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Internal method for marking the manual bones as dirty.
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Internal method for notifying that a bone is manual.
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inlinevirtualinherited |
Have manual bones been modified since the skeleton was last updated?
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inlinevirtualinherited |
Are there any manually controlled bones?
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virtualinherited |
Merge animations from another Skeleton object into this skeleton.
source | Pointer to source skeleton. It'll keep unmodified. |
boneHandleMap | A 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. ( |
animations | A 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 ( |
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Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.
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Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.
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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.
backgroundThread | Whether this is occurring in a background thread |
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Loads the resource, if it is not already.
backgroundThread | Indicates whether the caller of this method is the background resource loading thread. |
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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Reloads the resource, if it is already loaded.
Reimplemented in Ogre::Mesh, and Ogre::UnifiedHighLevelGpuProgram.
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Returns true if the Resource is reloadable, false otherwise.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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inlinevirtualinherited |
Is this resource manually loaded?
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inlinevirtualinherited |
Set "Is this resource manually loaded?".
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Unloads the resource; this is not permanent, the resource can be reloaded later if required.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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Retrieves info about the size of the resource.
Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.
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'Touches' the resource to indicate it has been used.
Reimplemented in Ogre::Material, Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.
Referenced by Ogre::Material::touch().
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Returns true if the Resource has been prepared, false otherwise.
References Ogre::AtomicScalar< T >::load().
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inlinevirtualinherited |
Returns true if the Resource has been loaded, false otherwise.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
References Ogre::AtomicScalar< T >::load().
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Change the Resource loading state to loaded.
References Ogre::AtomicScalar< T >::store().
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Returns whether the resource is currently in the process of background loading.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
References Ogre::AtomicScalar< T >::load().
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Returns the current loading state.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
References Ogre::AtomicScalar< T >::load().
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inlinevirtualinherited |
Returns whether this Resource has been earmarked for background loading.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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inlinevirtualinherited |
Tells the resource whether it is background loaded or not.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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virtualinherited |
Escalates the loading of a background loaded resource.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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virtualinherited |
Register a listener on this resource.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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Remove a listener on this resource.
Reimplemented in Ogre::UnifiedHighLevelGpuProgram.
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Change the resource group ownership of a Resource.
newGroup | Name of the new group |
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inlineinherited |
Gets the manager which created this resource.
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inlineinherited |
Get the origin of this resource, e.g.
a script file name.
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inlineinherited |
Notify this resource of it's origin.
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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.
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virtualinherited |
Manually mark the state of this resource as having been changed.
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inherited |
Firing of loading complete event.
wasBackgroundLoaded | Whether this was a background loaded event |
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Firing of preparing complete event.
wasBackgroundLoaded | Whether this was a background loaded event |
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Firing of unloading complete event.
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inlineinherited |
Retrieves the parameter dictionary for this class.
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inlineinherited |
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inherited |
Retrieves a list of parameters valid for this object.
Generic parameter setting method.
name | The name of the parameter to set |
value | String value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information. |
Referenced by Ogre::StringInterface::copyParametersTo().
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Generic multiple parameter setting method.
paramList | Name/value pair list |
Generic parameter retrieval method.
name | The name of the parameter to get |
References Ogre::ParamCommand::doGet().
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inlineinherited |
Method for copying this object's parameters to another object.
dest | Pointer to object to have it's parameters set the same as this object. |
References Ogre::StringInterface::setParameter().
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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.
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inherited |