/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2012 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __Skeleton_H__ #define __Skeleton_H__ #include "OgrePrerequisites.h" #include "OgreResource.h" #include "OgreQuaternion.h" #include "OgreVector3.h" #include "OgreIteratorWrappers.h" #include "OgreStringVector.h" #include "OgreAnimation.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Animation * @{ */ /** */ enum SkeletonAnimationBlendMode { /// Animations are applied by calculating a weighted average of all animations ANIMBLEND_AVERAGE = 0, /// Animations are applied by calculating a weighted cumulative total ANIMBLEND_CUMULATIVE = 1 }; #define OGRE_MAX_NUM_BONES 256 struct LinkedSkeletonAnimationSource; /** A collection of Bone objects used to animate a skinned mesh. @remarks 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. @par 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. @par 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. @par Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They are loaded on demand, especially when referenced by a Mesh. */ class _OgreExport Skeleton : public Resource, public AnimationContainer { friend class SkeletonInstance; protected: /// Internal constructor for use by SkeletonInstance only Skeleton(); public: /** Constructor, don't call directly, use SkeletonManager. @remarks On creation, a Skeleton has a no bones, you should create them and link them together appropriately. */ Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); virtual ~Skeleton(); /** Creates a brand new Bone owned by this Skeleton. @remarks 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. @par 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. */ virtual Bone* createBone(void); /** Creates a brand new Bone owned by this Skeleton. @remarks 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. @param 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. */ virtual Bone* createBone(unsigned short handle); /** Creates a brand new Bone owned by this Skeleton. @remarks 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. @param 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. */ virtual Bone* createBone(const String& name); /** Creates a brand new Bone owned by this Skeleton. @remarks 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. @param name The name to give to this new bone - must be unique within this skeleton. @param handle The handle to give to this new bone - must be unique within this skeleton. */ virtual Bone* createBone(const String& name, unsigned short handle); /** Returns the number of bones in this skeleton. */ virtual unsigned short getNumBones(void) const; /** Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator. @remarks 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. */ virtual Bone* getRootBone(void) const; typedef vector::type BoneList; typedef VectorIterator BoneIterator; /// Get an iterator over the root bones in the skeleton, ie those with no parents virtual BoneIterator getRootBoneIterator(void); /// Get an iterator over all the bones in the skeleton virtual BoneIterator getBoneIterator(void); /** Gets a bone by it's handle. */ virtual Bone* getBone(unsigned short handle) const; /** Gets a bone by it's name. */ virtual Bone* getBone(const String& name) const; /** Returns whether this skeleton contains the named bone. */ virtual bool hasBone(const String& name) const; /** Sets the current position / orientation to be the 'binding pose' i.e. the layout in which bones were originally bound to a mesh. */ virtual void setBindingPose(void); /** Resets the position and orientation of all bones in this skeleton to their original binding position. @remarks 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. @param 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. */ virtual void reset(bool resetManualBones = false); /** Creates a new Animation object for animating this skeleton. @param name The name of this animation @param length The length of the animation in seconds */ virtual Animation* createAnimation(const String& name, Real length); /** Returns the named Animation object. @remarks Will pick up animations in linked skeletons (@see addLinkedSkeletonAnimationSource). @param name The name of the animation @param linker Optional pointer to a pointer to the linked skeleton animation where this is coming from. */ virtual Animation* getAnimation(const String& name, const LinkedSkeletonAnimationSource** linker) const; /** Returns the named Animation object. @remarks Will pick up animations in linked skeletons (@see addLinkedSkeletonAnimationSource). @param name The name of the animation */ virtual Animation* getAnimation(const String& name) const; /// Internal accessor for animations (returns null if animation does not exist) virtual Animation* _getAnimationImpl(const String& name, const LinkedSkeletonAnimationSource** linker = 0) const; /** Returns whether this skeleton contains the named animation. */ virtual bool hasAnimation(const String& name) const; /** Removes an Animation from this skeleton. */ virtual void removeAnimation(const String& name); /** Changes the state of the skeleton to reflect the application of the passed in collection of animations. @remarks 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. @param */ virtual void setAnimationState(const AnimationStateSet& animSet); /** Initialise an animation set suitable for use with this skeleton. @remarks Only recommended for use inside the engine, not by applications. */ virtual void _initAnimationState(AnimationStateSet* animSet); /** Refresh an animation set suitable for use with this skeleton. @remarks Only recommended for use inside the engine, not by applications. */ virtual void _refreshAnimationState(AnimationStateSet* animSet); /** Populates the passed in array with the bone matrices based on the current position. @remarks 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. */ virtual void _getBoneMatrices(Matrix4* pMatrices); /** Gets the number of animations on this skeleton. */ virtual unsigned short getNumAnimations(void) const; /** Gets a single animation by index. @remarks Will NOT pick up animations in linked skeletons (@see addLinkedSkeletonAnimationSource). */ virtual Animation* getAnimation(unsigned short index) const; /** Gets the animation blending mode which this skeleton will use. */ virtual SkeletonAnimationBlendMode getBlendMode() const; /** Sets the animation blending mode this skeleton will use. */ virtual void setBlendMode(SkeletonAnimationBlendMode state); /// Updates all the derived transforms in the skeleton virtual void _updateTransforms(void); /** Optimise all of this skeleton's animations. @see Animation::optimise @param preservingIdentityNodeTracks If true, don't destroy identity node tracks. */ virtual void optimiseAllAnimations(bool preservingIdentityNodeTracks = false); /** Allows you to use the animations from another Skeleton object to animate this skeleton. @remarks 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. @param 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. @param 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. */ virtual void addLinkedSkeletonAnimationSource(const String& skelName, Real scale = 1.0f); /// Remove all links to other skeletons for the purposes of sharing animation virtual void removeAllLinkedSkeletonAnimationSources(void); typedef vector::type LinkedSkeletonAnimSourceList; typedef ConstVectorIterator LinkedSkeletonAnimSourceIterator; /// Get an iterator over the linked skeletons used as animation sources virtual LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator(void) const; /// Internal method for marking the manual bones as dirty virtual void _notifyManualBonesDirty(void); /// Internal method for notifying that a bone is manual virtual void _notifyManualBoneStateChange(Bone* bone); /// Have manual bones been modified since the skeleton was last updated? virtual bool getManualBonesDirty(void) const { return mManualBonesDirty; } /// Are there any manually controlled bones? virtual bool hasManualBones(void) const { return !mManualBones.empty(); } /// Map to translate bone handle from one skeleton to another skeleton. typedef vector::type BoneHandleMap; /** Merge animations from another Skeleton object into this skeleton. @remarks 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 unallowed; and in the case of bones missing in source skeleton, nothing happen for those bones). @par There are also unnecessary to have same binding poses, this function will adjust keyframes of the source skeleton to match this skeleton automatically. @par 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. @param source Pointer to source skeleton. It'll keep unmodified. @param 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. (@see _buildMapBoneByHandle, _buildMapBoneByName) @param 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 (@see addLinkedSkeletonAnimationSource). */ virtual void _mergeSkeletonAnimations(const Skeleton* source, const BoneHandleMap& boneHandleMap, const StringVector& animations = StringVector()); /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. @remarks Identically bones are determine by handle. */ virtual void _buildMapBoneByHandle(const Skeleton* source, BoneHandleMap& boneHandleMap) const; /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. @remarks Identically bones are determine by name. */ virtual void _buildMapBoneByName(const Skeleton* source, BoneHandleMap& boneHandleMap) const; protected: SkeletonAnimationBlendMode mBlendState; /// Storage of bones, indexed by bone handle BoneList mBoneList; /// Lookup by bone name typedef map::type BoneListByName; BoneListByName mBoneListByName; /// Pointer to root bones (can now have multiple roots) mutable BoneList mRootBones; /// Bone automatic handles unsigned short mNextAutoHandle; typedef set::type BoneSet; /// Manual bones BoneSet mManualBones; /// Manual bones dirty? bool mManualBonesDirty; /// Storage of animations, lookup by name typedef map::type AnimationList; AnimationList mAnimationsList; /// List of references to other skeletons to use animations from mutable LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList; /** Internal method which parses the bones to derive the root bone. @remarks Must be const because called in getRootBone but mRootBone is mutable since lazy-updated. */ void deriveRootBone(void) const; /// Debugging method void _dumpContents(const String& filename); /** @copydoc Resource::loadImpl */ void loadImpl(void); /** @copydoc Resource::unloadImpl */ void unloadImpl(void); /// @copydoc Resource::calculateSize size_t calculateSize(void) const { return 0; } // TODO }; /** Specialisation of SharedPtr to allow SharedPtr to be assigned to SkeletonPtr @note Has to be a subclass since we need operator=. We could templatise this instead of repeating per Resource subclass, except to do so requires a form VC6 does not support i.e. ResourceSubclassPtr : public SharedPtr */ class _OgreExport SkeletonPtr : public SharedPtr { public: SkeletonPtr() : SharedPtr() {} explicit SkeletonPtr(Skeleton* rep) : SharedPtr(rep) {} SkeletonPtr(const SkeletonPtr& r) : SharedPtr(r) {} SkeletonPtr(const ResourcePtr& r) : SharedPtr() { // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } } /// Operator used to convert a ResourcePtr to a SkeletonPtr SkeletonPtr& operator=(const ResourcePtr& r) { if (pRep == static_cast(r.getPointer())) return *this; release(); // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } else { // RHS must be a null pointer assert(r.isNull() && "RHS must be null if it has no mutex!"); setNull(); } return *this; } }; /// Link to another skeleton to share animations struct LinkedSkeletonAnimationSource { String skeletonName; SkeletonPtr pSkeleton; Real scale; LinkedSkeletonAnimationSource(const String& skelName, Real scl) : skeletonName(skelName), scale(scl) {} LinkedSkeletonAnimationSource(const String& skelName, Real scl, SkeletonPtr skelPtr) : skeletonName(skelName), pSkeleton(skelPtr), scale(scl) {} }; /** @} */ /** @} */ } #endif