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| 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...
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virtual | ~Skeleton () |
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virtual void | _buildMapBoneByHandle (const Skeleton *source, BoneHandleMap &boneHandleMap) const |
| Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. More...
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virtual void | _buildMapBoneByName (const Skeleton *source, BoneHandleMap &boneHandleMap) const |
| Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. More...
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virtual Animation * | _getAnimationImpl (const String &name, const LinkedSkeletonAnimationSource **linker=0) const |
| Internal accessor for animations (returns null if animation does not exist) More...
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virtual void | _getBoneMatrices (Affine3 *pMatrices) |
| Populates the passed in array with the bone matrices based on the current position. More...
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virtual void | _initAnimationState (AnimationStateSet *animSet) |
| Initialise an animation set suitable for use with this skeleton. More...
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virtual void | _mergeSkeletonAnimations (const Skeleton *source, const BoneHandleMap &boneHandleMap, const StringVector &animations=StringVector()) |
| Merge animations from another Skeleton object into this skeleton. More...
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virtual void | _notifyManualBonesDirty (void) |
| Internal method for marking the manual bones as dirty. More...
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virtual void | _notifyManualBoneStateChange (Bone *bone) |
| Internal method for notifying that a bone is manual. More...
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virtual void | _refreshAnimationState (AnimationStateSet *animSet) |
| Refresh an animation set suitable for use with this skeleton. More...
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virtual void | _updateTransforms (void) |
| Updates all the derived transforms in the skeleton. More...
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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...
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Animation * | createAnimation (const String &name, Real length) override |
| Creates a new Animation object for animating this skeleton. More...
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virtual Bone * | createBone (const String &name) |
| Creates a brand new Bone owned by this Skeleton. More...
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virtual Bone * | createBone (const String &name, unsigned short handle) |
| Creates a brand new Bone owned by this Skeleton. More...
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virtual Bone * | createBone (unsigned short handle) |
| Creates a brand new Bone owned by this Skeleton. More...
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virtual Bone * | createBone (void) |
| Creates a brand new Bone owned by this Skeleton. More...
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Animation * | getAnimation (const String &name) const override |
| Returns the named Animation object. More...
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virtual Animation * | getAnimation (const String &name, const LinkedSkeletonAnimationSource **linker) const |
| Returns the named Animation object. More...
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Animation * | getAnimation (unsigned short index) const override |
| Gets a single animation by index. More...
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virtual SkeletonAnimationBlendMode | getBlendMode () const |
| Gets the animation blending mode which this skeleton will use. More...
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virtual Bone * | getBone (const String &name) const |
| Gets a bone by it's name. More...
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virtual Bone * | getBone (unsigned short handle) const |
| Gets a bone by it's handle. More...
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virtual BoneIterator | getBoneIterator (void) |
| Get an iterator over all the bones in the skeleton. More...
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const BoneList & | getBones () const |
| Get all the bones in the skeleton. More...
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virtual LinkedSkeletonAnimSourceIterator | getLinkedSkeletonAnimationSourceIterator (void) const |
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virtual const LinkedSkeletonAnimSourceList & | getLinkedSkeletonAnimationSources () const |
| Get the linked skeletons used as animation sources. More...
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virtual bool | getManualBonesDirty (void) const |
| Have manual bones been modified since the skeleton was last updated? More...
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unsigned short | getNumAnimations (void) const override |
| Gets the number of animations on this skeleton. More...
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virtual unsigned short | getNumBones (void) const |
| Returns the number of bones in this skeleton. More...
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virtual BoneIterator | getRootBoneIterator (void) |
| Get an iterator over the root bones in the skeleton, ie those with no parents. More...
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const BoneList & | getRootBones () const |
| Get the root bones in the skeleton, ie those with no parents. More...
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bool | hasAnimation (const String &name) const override |
| Returns whether this skeleton contains the named animation. More...
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virtual bool | hasBone (const String &name) const |
| Returns whether this skeleton contains the named bone. More...
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virtual bool | hasManualBones (void) const |
| Are there any manually controlled bones? More...
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virtual void | optimiseAllAnimations (bool preservingIdentityNodeTracks=false) |
| Optimise all of this skeleton's animations. More...
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virtual void | removeAllLinkedSkeletonAnimationSources (void) |
| Remove all links to other skeletons for the purposes of sharing animation. More...
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void | removeAnimation (const String &name) override |
| Removes an Animation from this skeleton. More...
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virtual void | reset (bool resetManualBones=false) |
| Resets the position and orientation of all bones in this skeleton to their original binding position. More...
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virtual void | setAnimationState (const AnimationStateSet &animSet) |
| Changes the state of the skeleton to reflect the application of the passed in collection of animations. More...
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virtual void | setBindingPose (void) |
| Sets the current position / orientation to be the 'binding pose' i.e. More...
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virtual void | setBlendMode (SkeletonAnimationBlendMode state) |
| Sets the animation blending mode this skeleton will use. More...
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| Resource (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0) |
| Standard constructor. More...
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virtual | ~Resource () |
| Virtual destructor. More...
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virtual void | _dirtyState () |
| Manually mark the state of this resource as having been changed. More...
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void | _fireLoadingComplete (bool unused=false) |
| Firing of loading complete event. More...
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void | _firePreparingComplete (bool unused=false) |
| Firing of preparing complete event. More...
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void | _fireUnloadingComplete (void) |
| Firing of unloading complete event. More...
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void | _notifyOrigin (const String &origin) |
| Notify this resource of it's origin. More...
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virtual void | addListener (Listener *lis) |
| Register a listener on this resource. More...
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virtual void | changeGroupOwnership (const String &newGroup) |
| Change the resource group ownership of a Resource. More...
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virtual void | escalateLoading () |
| Escalates the loading of a background loaded resource. More...
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ResourceManager * | getCreator (void) |
| Gets the manager which created this resource. More...
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const String & | getGroup (void) const |
| Gets the group which this resource is a member of. More...
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ResourceHandle | getHandle (void) const |
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LoadingState | getLoadingState () const |
| Returns the current loading state. More...
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const String & | getName (void) const |
| Gets resource name. More...
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const String & | getOrigin (void) const |
| Get the origin of this resource, e.g. More...
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size_t | getSize (void) const |
| Retrieves info about the size of the resource. More...
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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...
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bool | isBackgroundLoaded (void) const |
| Returns whether this Resource has been earmarked for background loading. More...
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bool | isLoaded (void) const |
| Returns true if the Resource has been loaded, false otherwise. More...
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bool | isLoading () const |
| Returns whether the resource is currently in the process of background loading. More...
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bool | isManuallyLoaded (void) const |
| Is this resource manually loaded? More...
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bool | isPrepared (void) const |
| Returns true if the Resource has been prepared, false otherwise. More...
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bool | isReloadable (void) const |
| Returns true if the Resource is reloadable, false otherwise. More...
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virtual void | load (bool backgroundThread=false) |
| Loads the resource, if it is not already. More...
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virtual void | prepare (bool backgroundThread=false) |
| Prepares the resource for load, if it is not already. More...
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virtual void | reload (LoadingFlags flags=LF_DEFAULT) |
| Reloads the resource, if it is already loaded. More...
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virtual void | removeListener (Listener *lis) |
| Remove a listener on this resource. More...
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void | setBackgroundLoaded (bool bl) |
| Tells the resource whether it is background loaded or not. More...
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virtual void | touch (void) |
| 'Touches' the resource to indicate it has been used. More...
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virtual void | unload (void) |
| Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
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| StringInterface () |
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virtual | ~StringInterface () |
| Virtual destructor, see Effective C++. More...
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void | copyParametersTo (StringInterface *dest) const |
| Method for copying this object's parameters to another object. More...
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ParamDictionary * | getParamDictionary (void) |
| Retrieves the parameter dictionary for this class. More...
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const ParamDictionary * | getParamDictionary (void) const |
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String | getParameter (const String &name) const |
| Generic parameter retrieval method. More...
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const ParameterList & | getParameters (void) const |
| Retrieves a list of parameters valid for this object. More...
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bool | setParameter (const String &name, const String &value) |
| Generic parameter setting method. More...
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void | setParameterList (const NameValuePairList ¶mList) |
| Generic multiple parameter setting method. More...
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virtual | ~AnimationContainer () |
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A collection of Bone objects used to animate a skinned mesh.
- 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.