OGRE 14.3
Object-Oriented Graphics Rendering Engine
Loading...
Searching...
No Matches
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 std::vector< ushortBoneHandleMap
 Map to translate bone handle from one skeleton to another skeleton.
 
typedef VectorIterator< BoneListBoneIterator
 
typedef std::vector< Bone * > BoneList
 
typedef ConstVectorIterator< LinkedSkeletonAnimSourceListLinkedSkeletonAnimSourceIterator
 
typedef std::vector< LinkedSkeletonAnimationSourceLinkedSkeletonAnimSourceList
 
- Public Types inherited from Ogre::Resource
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 Types inherited from Ogre::AnimationContainer
typedef std::map< String, Animation * > AnimationList
 

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.
 
AnimationcreateAnimation (const String &name, Real length) override
 Creates a new Animation object for animating this skeleton.
 
virtual BonecreateBone (const String &name)
 Creates a brand new Bone owned by this Skeleton.
 
virtual BonecreateBone (const String &name, unsigned short handle)
 Creates a brand new Bone owned by this Skeleton.
 
virtual BonecreateBone (unsigned short handle)
 Creates a brand new Bone owned by this Skeleton.
 
virtual BonecreateBone (void)
 Creates a brand new Bone owned by this Skeleton.
 
AnimationgetAnimation (const String &name) const override
 Returns the named Animation object.
 
virtual AnimationgetAnimation (const String &name, const LinkedSkeletonAnimationSource **linker) const
 Returns the named Animation object.
 
AnimationgetAnimation (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 BonegetBone (const String &name) const
 Gets a bone by it's name.
 
virtual BonegetBone (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 BoneListgetBones () const
 Get all the bones in the skeleton.
 
virtual LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator (void) const
 
virtual const LinkedSkeletonAnimSourceListgetLinkedSkeletonAnimationSources () 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 BoneListgetRootBones () 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.
 
ResourceManagergetCreator (void)
 Gets the manager which created this resource.
 
const StringgetGroup (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 StringgetName (void) const
 Gets resource name.
 
const StringgetOrigin (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.
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class.
 
const ParamDictionarygetParamDictionary (void) const
 
String getParameter (const String &name) const
 Generic parameter retrieval method.
 
const ParameterListgetParameters (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 &paramList)
 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.
 

Detailed Description

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.

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.

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.

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.

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.

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.

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.

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.

◆ 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.

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()

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

Creates a new Animation object for animating this skeleton.

Parameters
nameThe name of the animation, must be unique within this container.
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.

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]

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

Returns the named Animation object.

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()

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

Returns whether this object contains the named animation.

Implements Ogre::AnimationContainer.

◆ removeAnimation()

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

Remove & destroy an Animation from this container.

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.

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.

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.

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

Reimplemented in Ogre::SkeletonInstance.

◆ _getBoneMatrices()

virtual void Ogre::Skeleton::_getBoneMatrices ( Affine3 pMatrices)
virtual

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.

◆ getNumAnimations()

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

Gets the number of animations in this container.

Implements Ogre::AnimationContainer.

Reimplemented in Ogre::SkeletonInstance.

◆ getAnimation() [3/3]

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

Gets a single animation by index.

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.

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.

◆ getLinkedSkeletonAnimationSources()

virtual const LinkedSkeletonAnimSourceList & Ogre::Skeleton::getLinkedSkeletonAnimationSources ( ) const
inlinevirtual

Get the linked skeletons used as animation sources.

Reimplemented in Ogre::SkeletonInstance.

◆ getLinkedSkeletonAnimationSourceIterator()

virtual LinkedSkeletonAnimSourceIterator Ogre::Skeleton::getLinkedSkeletonAnimationSourceIterator ( void  ) const
virtual
Deprecated:
use getLinkedSkeletonAnimationSources

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.

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.

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.

Identically bones are determine by name.


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