|  | OGRE
    1.11.6
    Object-Oriented Graphics Rendering Engine | 
| Classes | |
| class | Ogre::AnimableObject | 
| Defines an interface to classes which have one or more AnimableValue instances to expose.  More... | |
| class | Ogre::AnimableValue | 
| Defines an object property which is animable, i.e.  More... | |
| class | Ogre::Animation | 
| An animation sequence.  More... | |
| class | Ogre::AnimationContainer | 
| An animation container interface, which allows generic access to sibling animations.  More... | |
| class | Ogre::AnimationState | 
| Represents the state of an animation and the weight of its influence.  More... | |
| class | Ogre::AnimationStateControllerValue | 
| ControllerValue wrapper class for AnimationState.  More... | |
| class | Ogre::AnimationStateSet | 
| Class encapsulating a set of AnimationState objects.  More... | |
| class | Ogre::AnimationTrack | 
| A 'track' in an animation sequence, i.e.  More... | |
| class | Ogre::Bone | 
| A bone in a skeleton.  More... | |
| class | Ogre::KeyFrame | 
| A key frame in an animation sequence defined by an AnimationTrack.  More... | |
| struct | Ogre::LinkedSkeletonAnimationSource | 
| Link to another skeleton to share animations.  More... | |
| class | Ogre::NodeAnimationTrack | 
| Specialised AnimationTrack for dealing with node transforms.  More... | |
| class | Ogre::NumericAnimationTrack | 
| Specialised AnimationTrack for dealing with generic animable values.  More... | |
| class | Ogre::NumericKeyFrame | 
| Specialised KeyFrame which stores any numeric value.  More... | |
| class | Ogre::Pose | 
| A pose is a linked set of vertex offsets applying to one set of vertex data.  More... | |
| class | Ogre::Skeleton | 
| A collection of Bone objects used to animate a skinned mesh.  More... | |
| class | Ogre::SkeletonManager | 
| Handles the management of skeleton resources.  More... | |
| class | Ogre::SkeletonSerializer | 
| Class for serialising skeleton data to/from an OGRE .skeleton file.  More... | |
| class | Ogre::TagPoint | 
| A tagged point on a skeleton, which can be used to attach entities to on specific other entities.  More... | |
| class | Ogre::TimeIndex | 
| Time index object used to search keyframe at the given position.  More... | |
| class | Ogre::TransformKeyFrame | 
| Specialised KeyFrame which stores a full transform.  More... | |
| class | Ogre::VertexAnimationTrack | 
| Specialised AnimationTrack for dealing with changing vertex position information.  More... | |
| struct | Ogre::VertexBoneAssignment_s | 
| Records the assignment of a single vertex to a single bone with the corresponding weight.  More... | |
| class | Ogre::VertexMorphKeyFrame | 
| Specialised KeyFrame which stores absolute vertex positions for a complete buffer, designed to be interpolated with other keys in the same track.  More... | |
| class | Ogre::VertexPoseKeyFrame | 
| Specialised KeyFrame which references a Mesh::Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose.  More... | |
| Macros | |
| #define | OGRE_MAX_NUM_BONES 256 | 
| Typedefs | |
| typedef MapIterator< AnimationStateMap > | Ogre::AnimationStateIterator | 
| typedef std::map< String, AnimationState * > | Ogre::AnimationStateMap | 
| typedef ConstMapIterator< AnimationStateMap > | Ogre::ConstAnimationStateIterator | 
| typedef ConstVectorIterator< EnabledAnimationStateList > | Ogre::ConstEnabledAnimationStateIterator | 
| typedef std::list< AnimationState * > | Ogre::EnabledAnimationStateList | 
| typedef std::vector< Pose * > | Ogre::PoseList | 
| typedef struct Ogre::VertexBoneAssignment_s | Ogre::VertexBoneAssignment | 
| Records the assignment of a single vertex to a single bone with the corresponding weight.  More... | |
| Enumerations | |
| enum | Ogre::SkeletonAnimationBlendMode { Ogre::ANIMBLEND_AVERAGE = 0, Ogre::ANIMBLEND_CUMULATIVE = 1 } | 
| enum | Ogre::SkeletonChunkID { Ogre::SKELETON_HEADER = 0x1000, Ogre::SKELETON_BLENDMODE = 0x1010, Ogre::SKELETON_BONE = 0x2000, Ogre::SKELETON_BONE_PARENT = 0x3000, Ogre::SKELETON_ANIMATION = 0x4000, Ogre::SKELETON_ANIMATION_BASEINFO = 0x4010, Ogre::SKELETON_ANIMATION_TRACK = 0x4100, Ogre::SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110, Ogre::SKELETON_ANIMATION_LINK = 0x5000 } | 
| Definition of the OGRE .skeleton file format.  More... | |
| enum | Ogre::VertexAnimationType { Ogre::VAT_NONE = 0, Ogre::VAT_MORPH = 1, Ogre::VAT_POSE = 2 } | 
| Type of vertex animation.  More... | |
| #define OGRE_MAX_NUM_BONES 256 | 
| typedef std::map<String, AnimationState*> Ogre::AnimationStateMap | 
| typedef std::list<AnimationState*> Ogre::EnabledAnimationStateList | 
| typedef std::vector<Pose*> Ogre::PoseList | 
| typedef struct Ogre::VertexBoneAssignment_s Ogre::VertexBoneAssignment | 
Records the assignment of a single vertex to a single bone with the corresponding weight.
Type of vertex animation.
Vertex animation comes in 2 types, morph and pose. The reason for the 2 types is that we have 2 different potential goals - to encapsulate a complete, flowing morph animation with multiple keyframes (a typical animation, but implemented by having snapshots of the vertex data at each keyframe), or to represent a single pose change, for example a facial expression. Whilst both could in fact be implemented using the same system, we choose to separate them since the requirements and limitations of each are quite different.
| Enumerator | |
|---|---|
| VAT_NONE | No animation. | 
| VAT_MORPH | Morph animation is made up of many interpolated snapshot keyframes. | 
| VAT_POSE | Pose animation is made up of a single delta pose keyframe. | 
Definition of the OGRE .skeleton file format.
.skeleton files are binary files (for read efficiency at runtime) and are arranged into chunks of data, very like 3D Studio's format. A chunk always consists of: unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk unsigned long LENGTH : length of the chunk in bytes, including this header void* DATA : the data, which may contain other sub-chunks (various data types)
A .skeleton file contains both the definition of the Skeleton object and the animations it contains. It contains only a single skeleton but can contain multiple animations.