OGRE 14.3
Object-Oriented Graphics Rendering Engine
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A collection of Bone objects used to animate a skinned mesh. More...
#include <OgreSkeleton.h>
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. | |
virtual | ~Skeleton () |
virtual void | _buildMapBoneByHandle (const Skeleton *source, BoneHandleMap &boneHandleMap) const |
Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. | |
virtual void | _buildMapBoneByName (const Skeleton *source, BoneHandleMap &boneHandleMap) const |
Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. | |
virtual Animation * | _getAnimationImpl (const String &name, const LinkedSkeletonAnimationSource **linker=0) const |
Internal accessor for animations (returns null if animation does not exist) | |
virtual void | _getBoneMatrices (Affine3 *pMatrices) |
Populates the passed in array with the bone matrices based on the current position. | |
virtual void | _initAnimationState (AnimationStateSet *animSet) |
Initialise an animation set suitable for use with this skeleton. | |
virtual void | _mergeSkeletonAnimations (const Skeleton *source, const BoneHandleMap &boneHandleMap, const StringVector &animations=StringVector()) |
Merge animations from another Skeleton object into this skeleton. | |
virtual void | _notifyManualBonesDirty (void) |
Internal method for marking the manual bones as dirty. | |
virtual void | _notifyManualBoneStateChange (Bone *bone) |
Internal method for notifying that a bone is manual. | |
virtual void | _refreshAnimationState (AnimationStateSet *animSet) |
Refresh an animation set suitable for use with this skeleton. | |
virtual void | _updateTransforms (void) |
Updates all the derived transforms in the skeleton. | |
virtual void | addLinkedSkeletonAnimationSource (const String &skelName, Real scale=1.0f) |
Allows you to use the animations from another Skeleton object to animate this skeleton. | |
Animation * | createAnimation (const String &name, Real length) override |
Creates a new Animation object for animating this skeleton. | |
virtual Bone * | createBone (const String &name) |
Creates a brand new Bone owned by this Skeleton. | |
virtual Bone * | createBone (const String &name, unsigned short handle) |
Creates a brand new Bone owned by this Skeleton. | |
virtual Bone * | createBone (unsigned short handle) |
Creates a brand new Bone owned by this Skeleton. | |
virtual Bone * | createBone (void) |
Creates a brand new Bone owned by this Skeleton. | |
Animation * | getAnimation (const String &name) const override |
Returns the named Animation object. | |
virtual Animation * | getAnimation (const String &name, const LinkedSkeletonAnimationSource **linker) const |
Returns the named Animation object. | |
Animation * | getAnimation (unsigned short index) const override |
Gets a single animation by index. | |
virtual SkeletonAnimationBlendMode | getBlendMode () const |
Gets the animation blending mode which this skeleton will use. | |
virtual Bone * | getBone (const String &name) const |
Gets a bone by it's name. | |
virtual Bone * | getBone (unsigned short handle) const |
Gets a bone by it's handle. | |
virtual BoneIterator | getBoneIterator (void) |
Get an iterator over all the bones in the skeleton. | |
const BoneList & | getBones () const |
Get all the bones in the skeleton. | |
virtual LinkedSkeletonAnimSourceIterator | getLinkedSkeletonAnimationSourceIterator (void) const |
virtual const LinkedSkeletonAnimSourceList & | getLinkedSkeletonAnimationSources () const |
Get the linked skeletons used as animation sources. | |
virtual bool | getManualBonesDirty (void) const |
Have manual bones been modified since the skeleton was last updated? | |
unsigned short | getNumAnimations (void) const override |
Gets the number of animations in this container. | |
virtual unsigned short | getNumBones (void) const |
Returns the number of bones in this skeleton. | |
virtual BoneIterator | getRootBoneIterator (void) |
Get an iterator over the root bones in the skeleton, ie those with no parents. | |
const BoneList & | getRootBones () const |
Get the root bones in the skeleton, ie those with no parents. | |
bool | hasAnimation (const String &name) const override |
Returns whether this object contains the named animation. | |
virtual bool | hasBone (const String &name) const |
Returns whether this skeleton contains the named bone. | |
virtual bool | hasManualBones (void) const |
Are there any manually controlled bones? | |
virtual void | optimiseAllAnimations (bool preservingIdentityNodeTracks=false) |
Optimise all of this skeleton's animations. | |
virtual void | removeAllLinkedSkeletonAnimationSources (void) |
Remove all links to other skeletons for the purposes of sharing animation. | |
void | removeAnimation (const String &name) override |
Remove & destroy an Animation from this container. | |
virtual void | reset (bool resetManualBones=false) |
Resets the position and orientation of all bones in this skeleton to their original binding position. | |
virtual void | setAnimationState (const AnimationStateSet &animSet) |
Changes the state of the skeleton to reflect the application of the passed in collection of animations. | |
virtual void | setBindingPose (void) |
Sets the current position / orientation to be the 'binding pose' i.e. | |
virtual void | setBlendMode (SkeletonAnimationBlendMode state) |
Sets the animation blending mode this skeleton will use. | |
Public Member Functions inherited from Ogre::Resource | |
Resource (ResourceManager *creator, const String &name, ResourceHandle handle, const String &group, bool isManual=false, ManualResourceLoader *loader=0) | |
Standard constructor. | |
virtual | ~Resource () |
Virtual destructor. | |
virtual void | _dirtyState () |
Manually mark the state of this resource as having been changed. | |
void | _fireLoadingComplete (bool unused=false) |
Firing of loading complete event. | |
void | _firePreparingComplete (bool unused=false) |
Firing of preparing complete event. | |
void | _fireUnloadingComplete (void) |
Firing of unloading complete event. | |
void | _notifyOrigin (const String &origin) |
Notify this resource of it's origin. | |
virtual void | addListener (Listener *lis) |
Register a listener on this resource. | |
virtual void | changeGroupOwnership (const String &newGroup) |
Change the resource group ownership of a Resource. | |
virtual void | escalateLoading () |
Escalates the loading of a background loaded resource. | |
ResourceManager * | getCreator (void) |
Gets the manager which created this resource. | |
const String & | getGroup (void) const |
Gets the group which this resource is a member of. | |
ResourceHandle | getHandle (void) const |
LoadingState | getLoadingState () const |
Returns the current loading state. | |
const String & | getName (void) const |
Gets resource name. | |
const String & | getOrigin (void) const |
Get the origin of this resource, e.g. | |
size_t | getSize (void) const |
Retrieves info about the size of the resource. | |
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. | |
bool | isBackgroundLoaded (void) const |
Returns whether this Resource has been earmarked for background loading. | |
bool | isLoaded (void) const |
Returns true if the Resource has been loaded, false otherwise. | |
bool | isLoading () const |
Returns whether the resource is currently in the process of background loading. | |
bool | isManuallyLoaded (void) const |
Is this resource manually loaded? | |
bool | isPrepared (void) const |
Returns true if the Resource has been prepared, false otherwise. | |
bool | isReloadable (void) const |
Returns true if the Resource is reloadable, false otherwise. | |
virtual void | load (bool backgroundThread=false) |
Loads the resource, if it is not already. | |
virtual void | prepare (bool backgroundThread=false) |
Prepares the resource for load, if it is not already. | |
virtual void | reload (LoadingFlags flags=LF_DEFAULT) |
Reloads the resource, if it is already loaded. | |
virtual void | removeListener (Listener *lis) |
Remove a listener on this resource. | |
void | setBackgroundLoaded (bool bl) |
Tells the resource whether it is background loaded or not. | |
virtual void | touch (void) |
'Touches' the resource to indicate it has been used. | |
virtual void | unload (void) |
Unloads the resource; this is not permanent, the resource can be reloaded later if required. | |
Public Member Functions inherited from Ogre::StringInterface | |
StringInterface () | |
virtual | ~StringInterface () |
Virtual destructor, see Effective C++. | |
void | copyParametersTo (StringInterface *dest) const |
Method for copying this object's parameters to another object. | |
ParamDictionary * | getParamDictionary (void) |
Retrieves the parameter dictionary for this class. | |
const ParamDictionary * | getParamDictionary (void) const |
String | getParameter (const String &name) const |
Generic parameter retrieval method. | |
const ParameterList & | getParameters (void) const |
Retrieves a list of parameters valid for this object. | |
bool | setParameter (const String &name, const String &value) |
Generic parameter setting method. | |
void | setParameterList (const NameValuePairList ¶mList) |
Generic multiple parameter setting method. | |
Public Member Functions inherited from Ogre::AnimationContainer | |
virtual | ~AnimationContainer () |
Additional Inherited Members | |
Static Public Member Functions inherited from Ogre::StringInterface | |
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. | |
A collection of Bone objects used to animate a skinned mesh.
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.
typedef std::vector<Bone*> Ogre::Skeleton::BoneList |
typedef ConstVectorIterator<LinkedSkeletonAnimSourceList> Ogre::Skeleton::LinkedSkeletonAnimSourceIterator |
typedef std::vector<ushort> Ogre::Skeleton::BoneHandleMap |
Map to translate bone handle from one skeleton to another skeleton.
Ogre::Skeleton::Skeleton | ( | ResourceManager * | creator, |
const String & | name, | ||
ResourceHandle | handle, | ||
const String & | group, | ||
bool | isManual = false , |
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ManualResourceLoader * | loader = 0 |
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Constructor, don't call directly, use SkeletonManager.
On creation, a Skeleton has a no bones, you should create them and link them together appropriately.
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Creates a brand new Bone owned by this Skeleton.
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.
Creates a brand new Bone owned by this Skeleton.
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.
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.
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.
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. |
Creates a brand new Bone owned by this Skeleton.
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.
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. |
Returns the number of bones in this skeleton.
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Get an iterator over the root bones in the skeleton, ie those with no parents.
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.
Gets a bone by it's handle.
Gets a bone by it's name.
Returns whether this skeleton contains the named bone.
Sets the current position / orientation to be the 'binding pose' i.e.
the layout in which bones were originally bound to a mesh.
Resets the position and orientation of all bones in this skeleton to their original binding position.
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.
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. |
Creates a new Animation object for animating this skeleton.
name | The name of the animation, must be unique within this container. |
length | The length of the animation in seconds |
Implements Ogre::AnimationContainer.
Reimplemented in Ogre::SkeletonInstance.
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Returns the named Animation object.
Will pick up animations in linked skeletons (
name | The name of the animation |
linker | Optional pointer to a pointer to the linked skeleton animation where this is coming from. |
Reimplemented in Ogre::SkeletonInstance.
Returns the named Animation object.
Will pick up animations in linked skeletons (
name | The name of the animation |
Implements Ogre::AnimationContainer.
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Internal accessor for animations (returns null if animation does not exist)
Reimplemented in Ogre::SkeletonInstance.
Returns whether this object contains the named animation.
Implements Ogre::AnimationContainer.
Remove & destroy an Animation from this container.
Implements Ogre::AnimationContainer.
Reimplemented in Ogre::SkeletonInstance.
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Changes the state of the skeleton to reflect the application of the passed in collection of animations.
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.
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Initialise an animation set suitable for use with this skeleton.
Only recommended for use inside the engine, not by applications.
Reimplemented in Ogre::SkeletonInstance.
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Refresh an animation set suitable for use with this skeleton.
Only recommended for use inside the engine, not by applications.
Reimplemented in Ogre::SkeletonInstance.
Populates the passed in array with the bone matrices based on the current position.
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.
Gets the number of animations in this container.
Implements Ogre::AnimationContainer.
Reimplemented in Ogre::SkeletonInstance.
Gets a single animation by index.
Will NOT pick up animations in linked skeletons (
Implements Ogre::AnimationContainer.
Reimplemented in Ogre::SkeletonInstance.
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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.
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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Allows you to use the animations from another Skeleton object to animate this skeleton.
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.
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 in Ogre::SkeletonInstance.
Remove all links to other skeletons for the purposes of sharing animation.
Reimplemented in Ogre::SkeletonInstance.
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Get the linked skeletons used as animation sources.
Reimplemented in Ogre::SkeletonInstance.
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Reimplemented in Ogre::SkeletonInstance.
Internal method for marking the manual bones as dirty.
Internal method for notifying that a bone is manual.
Have manual bones been modified since the skeleton was last updated?
Are there any manually controlled bones?
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Merge animations from another Skeleton object into this skeleton.
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).
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.
Identically bones are determine by handle.
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Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.
Identically bones are determine by name.