OGRE  1.9
Object-Oriented Graphics Rendering Engine
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Ogre::SkeletonInstance Class Reference

A SkeletonInstance is a single instance of a Skeleton used by a world object. More...

#include <OgreSkeletonInstance.h>

+ Inheritance diagram for Ogre::SkeletonInstance:
+ Collaboration diagram for Ogre::SkeletonInstance:

Public Types

typedef vector< ushort >::type BoneHandleMap
 Map to translate bone handle from one skeleton to another skeleton. More...
 
typedef VectorIterator< BoneListBoneIterator
 
typedef vector< Bone * >::type BoneList
 
typedef ConstVectorIterator
< LinkedSkeletonAnimSourceList
LinkedSkeletonAnimSourceIterator
 
typedef vector
< LinkedSkeletonAnimationSource >
::type 
LinkedSkeletonAnimSourceList
 
enum  LoadingState {
  LOADSTATE_UNLOADED, LOADSTATE_LOADING, LOADSTATE_LOADED, LOADSTATE_UNLOADING,
  LOADSTATE_PREPARED, LOADSTATE_PREPARING
}
 Enum identifying the loading state of the resource. More...
 

Public Member Functions

 SkeletonInstance (const SkeletonPtr &masterCopy)
 Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh. More...
 
 ~SkeletonInstance ()
 
virtual void _buildMapBoneByHandle (const Skeleton *source, BoneHandleMap &boneHandleMap) const
 Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. More...
 
virtual void _buildMapBoneByName (const Skeleton *source, BoneHandleMap &boneHandleMap) const
 Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations. More...
 
virtual void _dirtyState ()
 Manually mark the state of this resource as having been changed. More...
 
virtual void _fireLoadingComplete (bool wasBackgroundLoaded)
 Firing of loading complete event. More...
 
virtual void _firePreparingComplete (bool wasBackgroundLoaded)
 Firing of preparing complete event. More...
 
virtual void _fireUnloadingComplete (void)
 Firing of unloading complete event. More...
 
Animation_getAnimationImpl (const String &name, const LinkedSkeletonAnimationSource **linker=0) const
 Internal accessor for animations (returns null if animation does not exist) More...
 
virtual void _getBoneMatrices (Matrix4 *pMatrices)
 Populates the passed in array with the bone matrices based on the current position. More...
 
void _initAnimationState (AnimationStateSet *animSet)
 Initialise an animation set suitable for use with this skeleton. More...
 
virtual void _mergeSkeletonAnimations (const Skeleton *source, const BoneHandleMap &boneHandleMap, const StringVector &animations=StringVector())
 Merge animations from another Skeleton object into this skeleton. More...
 
virtual void _notifyManualBonesDirty (void)
 Internal method for marking the manual bones as dirty. More...
 
virtual void _notifyManualBoneStateChange (Bone *bone)
 Internal method for notifying that a bone is manual. More...
 
virtual void _notifyOrigin (const String &origin)
 Notify this resource of it's origin. More...
 
void _refreshAnimationState (AnimationStateSet *animSet)
 Refresh an animation set suitable for use with this skeleton. More...
 
virtual void _updateTransforms (void)
 Updates all the derived transforms in the skeleton. More...
 
void addLinkedSkeletonAnimationSource (const String &skelName, Real scale=1.0f)
 Allows you to use the animations from another Skeleton object to animate this skeleton. More...
 
virtual void addListener (Listener *lis)
 Register a listener on this resource. More...
 
virtual void changeGroupOwnership (const String &newGroup)
 Change the resource group ownership of a Resource. More...
 
virtual void copyParametersTo (StringInterface *dest) const
 Method for copying this object's parameters to another object. More...
 
AnimationcreateAnimation (const String &name, Real length)
 Creates a new Animation object for animating this skeleton. More...
 
virtual BonecreateBone (void)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual BonecreateBone (unsigned short handle)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual BonecreateBone (const String &name)
 Creates a brand new Bone owned by this Skeleton. More...
 
virtual BonecreateBone (const String &name, unsigned short handle)
 Creates a brand new Bone owned by this Skeleton. More...
 
TagPointcreateTagPointOnBone (Bone *bone, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO)
 Creates a TagPoint ready to be attached to a bone. More...
 
virtual void escalateLoading ()
 Escalates the loading of a background loaded resource. More...
 
void freeTagPoint (TagPoint *tagPoint)
 Frees a TagPoint that already attached to a bone. More...
 
AnimationgetAnimation (unsigned short index) const
 Gets a single animation by index. More...
 
AnimationgetAnimation (const String &name, const LinkedSkeletonAnimationSource **linker=0) const
 Returns the named Animation object. More...
 
virtual AnimationgetAnimation (const String &name) const
 Returns the named Animation object. More...
 
virtual SkeletonAnimationBlendMode getBlendMode () const
 Gets the animation blending mode which this skeleton will use. More...
 
virtual BonegetBone (unsigned short handle) const
 Gets a bone by it's handle. More...
 
virtual BonegetBone (const String &name) const
 Gets a bone by it's name. More...
 
virtual BoneIterator getBoneIterator (void)
 Get an iterator over all the bones in the skeleton. More...
 
virtual ResourceManagergetCreator (void)
 Gets the manager which created this resource. More...
 
const StringgetGroup (void)
 Gets the group which this resource is a member of. More...
 
virtual const StringgetGroup (void) const
 Gets the group which this resource is a member of. More...
 
ResourceHandle getHandle (void) const
 
LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator (void) const
 Get an iterator over the linked skeletons used as animation sources. More...
 
virtual LoadingState getLoadingState () const
 Returns the current loading state. More...
 
virtual bool getManualBonesDirty (void) const
 Have manual bones been modified since the skeleton was last updated? More...
 
const StringgetName (void) const
 Gets resource name. More...
 
unsigned short getNumAnimations (void) const
 Gets the number of animations on this skeleton. More...
 
virtual unsigned short getNumBones (void) const
 Returns the number of bones in this skeleton. More...
 
virtual const StringgetOrigin (void) const
 Get the origin of this resource, e.g. More...
 
ParamDictionarygetParamDictionary (void)
 Retrieves the parameter dictionary for this class. More...
 
const ParamDictionarygetParamDictionary (void) const
 
virtual String getParameter (const String &name) const
 Generic parameter retrieval method. More...
 
const ParameterListgetParameters (void) const
 Retrieves a list of parameters valid for this object. More...
 
virtual BonegetRootBone (void) const
 Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator. More...
 
virtual BoneIterator getRootBoneIterator (void)
 Get an iterator over the root bones in the skeleton, ie those with no parents. More...
 
virtual size_t getSize (void) const
 Retrieves info about the size of the resource. More...
 
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...
 
virtual bool hasAnimation (const String &name) const
 Returns whether this skeleton contains the named animation. More...
 
virtual bool hasBone (const String &name) const
 Returns whether this skeleton contains the named bone. More...
 
virtual bool hasManualBones (void) const
 Are there any manually controlled bones? More...
 
virtual bool isBackgroundLoaded (void) const
 Returns whether this Resource has been earmarked for background loading. More...
 
virtual bool isLoaded (void) const
 Returns true if the Resource has been loaded, false otherwise. More...
 
virtual bool isLoading () const
 Returns whether the resource is currently in the process of background loading. More...
 
virtual bool isManuallyLoaded (void) const
 Is this resource manually loaded? More...
 
virtual bool isPrepared (void) const
 Returns true if the Resource has been prepared, false otherwise. More...
 
virtual bool isReloadable (void) const
 Returns true if the Resource is reloadable, false otherwise. More...
 
virtual void load (bool backgroundThread=false)
 Loads the resource, if it is not already. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, void *)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void * operator new[] (size_t sz)
 
virtual void optimiseAllAnimations (bool preservingIdentityNodeTracks=false)
 Optimise all of this skeleton's animations. More...
 
virtual void prepare (bool backgroundThread=false)
 Prepares the resource for load, if it is not already. More...
 
virtual void reload (void)
 Reloads the resource, if it is already loaded. More...
 
void removeAllLinkedSkeletonAnimationSources (void)
 Remove all links to other skeletons for the purposes of sharing animation. More...
 
void removeAnimation (const String &name)
 Removes an Animation from this skeleton. More...
 
virtual void removeListener (Listener *lis)
 Remove a listener on this resource. More...
 
virtual void reset (bool resetManualBones=false)
 Resets the position and orientation of all bones in this skeleton to their original binding position. More...
 
virtual void setAnimationState (const AnimationStateSet &animSet)
 Changes the state of the skeleton to reflect the application of the passed in collection of animations. More...
 
virtual void setBackgroundLoaded (bool bl)
 Tells the resource whether it is background loaded or not. More...
 
virtual void setBindingPose (void)
 Sets the current position / orientation to be the 'binding pose' i.e. More...
 
virtual void setBlendMode (SkeletonAnimationBlendMode state)
 Sets the animation blending mode this skeleton will use. More...
 
virtual bool setParameter (const String &name, const String &value)
 Generic parameter setting method. More...
 
virtual void setParameterList (const NameValuePairList &paramList)
 Generic multiple parameter setting method. More...
 
virtual void touch (void)
 'Touches' the resource to indicate it has been used. More...
 
virtual void unload (void)
 Unloads the resource; this is not permanent, the resource can be reloaded later if required. More...
 

Static Public Member Functions

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. More...
 

Public Attributes

 OGRE_AUTO_MUTEX
 

Protected Types

typedef map< String, Animation * >
::type 
AnimationList
 Storage of animations, lookup by name. More...
 
typedef map< String, Bone * >::type BoneListByName
 Lookup by bone name. More...
 
typedef set< Bone * >::type BoneSet
 
typedef set< Listener * >::type ListenerList
 
typedef list< TagPoint * >::type TagPointList
 

Protected Member Functions

void _dumpContents (const String &filename)
 Debugging method. More...
 
size_t calculateSize (void) const
 Calculate the size of a resource; this will only be called after 'load'. More...
 
void cloneBoneAndChildren (Bone *source, Bone *parent)
 
bool createParamDictionary (const String &className)
 Internal method for creating a parameter dictionary for the class, if it does not already exist. More...
 
void deriveRootBone (void) const
 Internal method which parses the bones to derive the root bone. More...
 
void loadImpl (void)
 Overridden from Skeleton. More...
 
 OGRE_MUTEX (mListenerListMutex)
 
virtual void postLoadImpl (void)
 Internal hook to perform actions after the load process, but before the resource has been marked as fully loaded. More...
 
virtual void postUnloadImpl (void)
 Internal hook to perform actions after the unload process, but before the resource has been marked as fully unloaded. More...
 
virtual void preLoadImpl (void)
 Internal hook to perform actions before the load process, but after the resource has been marked as 'loading'. More...
 
virtual void prepareImpl (void)
 Internal implementation of the meat of the 'prepare' action. More...
 
virtual void preUnloadImpl (void)
 Internal hook to perform actions before the unload process. More...
 
void unloadImpl (void)
 Overridden from Skeleton. More...
 
virtual void unprepareImpl (void)
 Internal function for undoing the 'prepare' action. More...
 

Protected Attributes

TagPointList mActiveTagPoints
 Active tag point list. More...
 
AnimationList mAnimationsList
 
SkeletonAnimationBlendMode mBlendState
 
BoneList mBoneList
 Storage of bones, indexed by bone handle. More...
 
BoneListByName mBoneListByName
 
ResourceManagermCreator
 Creator. More...
 
TagPointList mFreeTagPoints
 Free tag point list. More...
 
String mGroup
 The name of the resource group. More...
 
ResourceHandle mHandle
 Numeric handle for more efficient look up than name. More...
 
volatile bool mIsBackgroundLoaded
 Is this resource going to be background loaded? Only applicable for multithreaded. More...
 
bool mIsManual
 Is this file manually loaded? More...
 
LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList
 List of references to other skeletons to use animations from. More...
 
ListenerList mListenerList
 
ManualResourceLoadermLoader
 Optional manual loader; if provided, data is loaded from here instead of a file. More...
 
AtomicScalar< LoadingStatemLoadingState
 Is the resource currently loaded? More...
 
BoneSet mManualBones
 Manual bones. More...
 
bool mManualBonesDirty
 Manual bones dirty? More...
 
String mName
 Unique name of the resource. More...
 
unsigned short mNextAutoHandle
 Bone automatic handles. More...
 
unsigned short mNextTagPointAutoHandle
 TagPoint automatic handles. More...
 
String mOrigin
 Origin of this resource (e.g. script name) - optional. More...
 
BoneList mRootBones
 Pointer to root bones (can now have multiple roots) More...
 
size_t mSize
 The size of the resource in bytes. More...
 
SkeletonPtr mSkeleton
 Pointer back to master Skeleton. More...
 
size_t mStateCount
 State count, the number of times this resource has changed state. More...
 

Detailed Description

A SkeletonInstance is a single instance of a Skeleton used by a world object.

Remarks
The difference between a Skeleton and a SkeletonInstance is that the Skeleton is the 'master' version much like Mesh is a 'master' version of Entity. Many SkeletonInstance objects can be based on a single Skeleton, and are copies of it when created. Any changes made to this are not reflected in the master copy. The exception is animations; these are shared on the Skeleton itself and may not be modified here.

Definition at line 53 of file OgreSkeletonInstance.h.

Member Typedef Documentation

typedef map<String, Animation*>::type Ogre::Skeleton::AnimationList
protectedinherited

Storage of animations, lookup by name.

Definition at line 436 of file OgreSkeleton.h.

typedef vector<ushort>::type Ogre::Skeleton::BoneHandleMap
inherited

Map to translate bone handle from one skeleton to another skeleton.

Definition at line 362 of file OgreSkeleton.h.

Definition at line 179 of file OgreSkeleton.h.

typedef vector<Bone*>::type Ogre::Skeleton::BoneList
inherited

Definition at line 178 of file OgreSkeleton.h.

typedef map<String, Bone*>::type Ogre::Skeleton::BoneListByName
protectedinherited

Lookup by bone name.

Definition at line 420 of file OgreSkeleton.h.

typedef set<Bone*>::type Ogre::Skeleton::BoneSet
protectedinherited

Definition at line 428 of file OgreSkeleton.h.

typedef set<Listener*>::type Ogre::Resource::ListenerList
protectedinherited

Definition at line 166 of file OgreResource.h.

Definition at line 124 of file OgreSkeletonInstance.h.

Member Enumeration Documentation

Enum identifying the loading state of the resource.

Enumerator
LOADSTATE_UNLOADED 

Not loaded.

LOADSTATE_LOADING 

Loading is in progress.

LOADSTATE_LOADED 

Fully loaded.

LOADSTATE_UNLOADING 

Currently unloading.

LOADSTATE_PREPARED 

Fully prepared.

LOADSTATE_PREPARING 

Preparing is in progress.

Definition at line 127 of file OgreResource.h.

Constructor & Destructor Documentation

Ogre::SkeletonInstance::SkeletonInstance ( const SkeletonPtr masterCopy)

Constructor, don't call directly, this will be created automatically when you create an Entity based on a skeletally animated Mesh.

Ogre::SkeletonInstance::~SkeletonInstance ( )

Member Function Documentation

virtual void Ogre::Skeleton::_buildMapBoneByHandle ( const Skeleton source,
BoneHandleMap boneHandleMap 
) const
virtualinherited

Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.

Remarks
Identically bones are determine by handle.
virtual void Ogre::Skeleton::_buildMapBoneByName ( const Skeleton source,
BoneHandleMap boneHandleMap 
) const
virtualinherited

Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.

Remarks
Identically bones are determine by name.
virtual void Ogre::Resource::_dirtyState ( )
virtualinherited

Manually mark the state of this resource as having been changed.

Remarks
You only need to call this from outside if you explicitly want derived objects to think this object has changed.
See also
getStateCount.
void Ogre::Skeleton::_dumpContents ( const String filename)
protectedinherited

Debugging method.

virtual void Ogre::Resource::_fireLoadingComplete ( bool  wasBackgroundLoaded)
virtualinherited

Firing of loading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event
virtual void Ogre::Resource::_firePreparingComplete ( bool  wasBackgroundLoaded)
virtualinherited

Firing of preparing complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Parameters
wasBackgroundLoadedWhether this was a background loaded event
virtual void Ogre::Resource::_fireUnloadingComplete ( void  )
virtualinherited

Firing of unloading complete event.

Remarks
You should call this from the thread that runs the main frame loop to avoid having to make the receivers of this event thread-safe. If you use Ogre's built in frame loop you don't need to call this yourself.
Animation* Ogre::SkeletonInstance::_getAnimationImpl ( const String name,
const LinkedSkeletonAnimationSource **  linker = 0 
) const
virtual

Internal accessor for animations (returns null if animation does not exist)

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Skeleton::_getBoneMatrices ( Matrix4 pMatrices)
virtualinherited

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.
void Ogre::SkeletonInstance::_initAnimationState ( AnimationStateSet animSet)
virtual

Initialise an animation set suitable for use with this skeleton.

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

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Skeleton::_mergeSkeletonAnimations ( const Skeleton source,
const BoneHandleMap boneHandleMap,
const StringVector animations = StringVector() 
)
virtualinherited

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 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).
virtual void Ogre::Skeleton::_notifyManualBonesDirty ( void  )
virtualinherited

Internal method for marking the manual bones as dirty.

virtual void Ogre::Skeleton::_notifyManualBoneStateChange ( Bone bone)
virtualinherited

Internal method for notifying that a bone is manual.

virtual void Ogre::Resource::_notifyOrigin ( const String origin)
inlinevirtualinherited

Notify this resource of it's origin.

Definition at line 420 of file OgreResource.h.

void Ogre::SkeletonInstance::_refreshAnimationState ( AnimationStateSet animSet)
virtual

Refresh an animation set suitable for use with this skeleton.

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

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Skeleton::_updateTransforms ( void  )
virtualinherited

Updates all the derived transforms in the skeleton.

void Ogre::SkeletonInstance::addLinkedSkeletonAnimationSource ( const String skelName,
Real  scale = 1.0f 
)
virtual

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.

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 from Ogre::Skeleton.

virtual void Ogre::Resource::addListener ( Listener lis)
virtualinherited

Register a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

size_t Ogre::Skeleton::calculateSize ( void  ) const
protectedvirtualinherited

Calculate the size of a resource; this will only be called after 'load'.

Reimplemented from Ogre::Resource.

virtual void Ogre::Resource::changeGroupOwnership ( const String newGroup)
virtualinherited

Change the resource group ownership of a Resource.

Remarks
This method is generally reserved for internal use, although if you really know what you're doing you can use it to move this resource from one group to another.
Parameters
newGroupName of the new group
static void Ogre::StringInterface::cleanupDictionary ( )
staticinherited

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.

MaterialManager) initializes.

void Ogre::SkeletonInstance::cloneBoneAndChildren ( Bone source,
Bone parent 
)
protected
virtual void Ogre::StringInterface::copyParametersTo ( StringInterface dest) const
inlinevirtualinherited

Method for copying this object's parameters to another object.

Remarks
This method takes the values of all the object's parameters and tries to set the same values on the destination object. This provides a completely type independent way to copy parameters to other objects. Note that because of the String manipulation involved, this should not be regarded as an efficient process and should be saved for times outside of the rendering loop.
Any unrecognised parameters will be ignored as with setParameter method.
Parameters
destPointer to object to have it's parameters set the same as this object.

Definition at line 303 of file OgreStringInterface.h.

References Ogre::ParamDictionary::mParamDefs, and Ogre::StringInterface::setParameter().

Animation* Ogre::SkeletonInstance::createAnimation ( const String name,
Real  length 
)
virtual

Creates a new Animation object for animating this skeleton.

Remarks
This method updates the reference skeleton, not just this instance!
Parameters
nameThe name of this animation
lengthThe length of the animation in seconds

Reimplemented from Ogre::Skeleton.

virtual Bone* Ogre::Skeleton::createBone ( void  )
virtualinherited

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.
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* Ogre::Skeleton::createBone ( unsigned short  handle)
virtualinherited

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.
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.
virtual Bone* Ogre::Skeleton::createBone ( const String name)
virtualinherited

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.
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.
virtual Bone* Ogre::Skeleton::createBone ( const String name,
unsigned short  handle 
)
virtualinherited

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.
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.
bool Ogre::StringInterface::createParamDictionary ( const String className)
inlineprotectedinherited

Internal method for creating a parameter dictionary for the class, if it does not already exist.

Remarks
This method will check to see if a parameter dictionary exist for this class yet, and if not will create one. NB you must supply the name of the class (RTTI is not used or performance).
Parameters
classNamethe name of the class using the dictionary
Returns
true if a new dictionary was created, false if it was already there

Definition at line 186 of file OgreStringInterface.h.

References OGRE_LOCK_MUTEX.

TagPoint* Ogre::SkeletonInstance::createTagPointOnBone ( Bone bone,
const Quaternion offsetOrientation = Quaternion::IDENTITY,
const Vector3 offsetPosition = Vector3::ZERO 
)

Creates a TagPoint ready to be attached to a bone.

void Ogre::Skeleton::deriveRootBone ( void  ) const
protectedinherited

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.
virtual void Ogre::Resource::escalateLoading ( )
virtualinherited

Escalates the loading of a background loaded resource.

Remarks
If a resource is set to load in the background, but something needs it before it's been loaded, there could be a problem. If the user of this resource really can't wait, they can escalate the loading which basically pulls the loading into the current thread immediately. If the resource is already being loaded but just hasn't quite finished then this method will simply wait until the background load is complete.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::SkeletonInstance::freeTagPoint ( TagPoint tagPoint)

Frees a TagPoint that already attached to a bone.

Animation* Ogre::SkeletonInstance::getAnimation ( unsigned short  index) const
virtual

Gets a single animation by index.

Reimplemented from Ogre::Skeleton.

Animation* Ogre::SkeletonInstance::getAnimation ( const String name,
const LinkedSkeletonAnimationSource **  linker = 0 
) const
virtual

Returns the named Animation object.

Reimplemented from Ogre::Skeleton.

virtual Animation* Ogre::Skeleton::getAnimation ( const String name) const
virtualinherited

Returns the named Animation object.

Remarks
Will pick up animations in linked skeletons (
See also
addLinkedSkeletonAnimationSource).
Parameters
nameThe name of the animation

Implements Ogre::AnimationContainer.

virtual SkeletonAnimationBlendMode Ogre::Skeleton::getBlendMode ( ) const
virtualinherited

Gets the animation blending mode which this skeleton will use.

virtual Bone* Ogre::Skeleton::getBone ( unsigned short  handle) const
virtualinherited

Gets a bone by it's handle.

virtual Bone* Ogre::Skeleton::getBone ( const String name) const
virtualinherited

Gets a bone by it's name.

virtual BoneIterator Ogre::Skeleton::getBoneIterator ( void  )
virtualinherited

Get an iterator over all the bones in the skeleton.

virtual ResourceManager* Ogre::Resource::getCreator ( void  )
inlinevirtualinherited

Gets the manager which created this resource.

Definition at line 411 of file OgreResource.h.

const String& Ogre::SkeletonInstance::getGroup ( void  )

Gets the group which this resource is a member of.

virtual const String& Ogre::Resource::getGroup ( void  ) const
inlinevirtualinherited

Gets the group which this resource is a member of.

Definition at line 399 of file OgreResource.h.

ResourceHandle Ogre::SkeletonInstance::getHandle ( void  ) const
virtual

Reimplemented from Ogre::Resource.

LinkedSkeletonAnimSourceIterator Ogre::SkeletonInstance::getLinkedSkeletonAnimationSourceIterator ( void  ) const
virtual

Get an iterator over the linked skeletons used as animation sources.

Reimplemented from Ogre::Skeleton.

virtual LoadingState Ogre::Resource::getLoadingState ( ) const
inlinevirtualinherited

Returns the current loading state.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 348 of file OgreResource.h.

virtual bool Ogre::Skeleton::getManualBonesDirty ( void  ) const
inlinevirtualinherited

Have manual bones been modified since the skeleton was last updated?

Definition at line 357 of file OgreSkeleton.h.

const String& Ogre::SkeletonInstance::getName ( void  ) const
virtual

Gets resource name.

Reimplemented from Ogre::Resource.

unsigned short Ogre::SkeletonInstance::getNumAnimations ( void  ) const
virtual

Gets the number of animations on this skeleton.

Reimplemented from Ogre::Skeleton.

virtual unsigned short Ogre::Skeleton::getNumBones ( void  ) const
virtualinherited

Returns the number of bones in this skeleton.

virtual const String& Ogre::Resource::getOrigin ( void  ) const
inlinevirtualinherited

Get the origin of this resource, e.g.

a script file name.

Remarks
This property will only contain something if the creator of this resource chose to populate it. Script loaders are advised to populate it.

Definition at line 418 of file OgreResource.h.

ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  )
inlineinherited

Retrieves the parameter dictionary for this class.

Remarks
Only valid to call this after createParamDictionary.
Returns
Pointer to ParamDictionary shared by all instances of this class which you can add parameters to, retrieve parameters etc.

Definition at line 219 of file OgreStringInterface.h.

const ParamDictionary* Ogre::StringInterface::getParamDictionary ( void  ) const
inlineinherited

Definition at line 224 of file OgreStringInterface.h.

virtual String Ogre::StringInterface::getParameter ( const String name) const
inlinevirtualinherited

Generic parameter retrieval method.

Remarks
Call this method with the name of a parameter to retrieve a string-format value of the parameter in question. If in doubt, check the parameter definition in the list returned from getParameters for the type of this parameter. If you like you can use StringConverter to convert this string back into a native type.
Parameters
nameThe name of the parameter to get
Returns
String value of parameter, blank if not found

Definition at line 272 of file OgreStringInterface.h.

References Ogre::ParamCommand::doGet(), and Ogre::ParamDictionary::getParamCommand().

const ParameterList& Ogre::StringInterface::getParameters ( void  ) const
inherited

Retrieves a list of parameters valid for this object.

Returns
A reference to a static list of ParameterDef objects.
virtual Bone* Ogre::Skeleton::getRootBone ( void  ) const
virtualinherited

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 BoneIterator Ogre::Skeleton::getRootBoneIterator ( void  )
virtualinherited

Get an iterator over the root bones in the skeleton, ie those with no parents.

virtual size_t Ogre::Resource::getSize ( void  ) const
inlinevirtualinherited

Retrieves info about the size of the resource.

Reimplemented in Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

Definition at line 301 of file OgreResource.h.

virtual size_t Ogre::Resource::getStateCount ( ) const
inlinevirtualinherited

Returns the number of times this resource has changed state, which generally means the number of times it has been loaded.

Objects that build derived data based on the resource can check this value against a copy they kept last time they built this derived data, in order to know whether it needs rebuilding. This is a nice way of monitoring changes without having a tightly-bound callback.

Definition at line 429 of file OgreResource.h.

virtual bool Ogre::Skeleton::hasAnimation ( const String name) const
virtualinherited

Returns whether this skeleton contains the named animation.

Implements Ogre::AnimationContainer.

virtual bool Ogre::Skeleton::hasBone ( const String name) const
virtualinherited

Returns whether this skeleton contains the named bone.

virtual bool Ogre::Skeleton::hasManualBones ( void  ) const
inlinevirtualinherited

Are there any manually controlled bones?

Definition at line 359 of file OgreSkeleton.h.

virtual bool Ogre::Resource::isBackgroundLoaded ( void  ) const
inlinevirtualinherited

Returns whether this Resource has been earmarked for background loading.

Remarks
This option only makes sense when you have built Ogre with thread support (OGRE_THREAD_SUPPORT). If a resource has been marked for background loading, then it won't load on demand like normal when load() is called. Instead, it will ignore request to load() except if the caller indicates it is the background loader. Any other users of this resource should check isLoaded(), and if that returns false, don't use the resource and come back later.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 365 of file OgreResource.h.

virtual bool Ogre::Resource::isLoaded ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been loaded, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 332 of file OgreResource.h.

virtual bool Ogre::Resource::isLoading ( ) const
inlinevirtualinherited

Returns whether the resource is currently in the process of background loading.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 341 of file OgreResource.h.

virtual bool Ogre::Resource::isManuallyLoaded ( void  ) const
inlinevirtualinherited

Is this resource manually loaded?

Definition at line 289 of file OgreResource.h.

virtual bool Ogre::Resource::isPrepared ( void  ) const
inlinevirtualinherited

Returns true if the Resource has been prepared, false otherwise.

Definition at line 324 of file OgreResource.h.

virtual bool Ogre::Resource::isReloadable ( void  ) const
inlinevirtualinherited

Returns true if the Resource is reloadable, false otherwise.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 282 of file OgreResource.h.

virtual void Ogre::Resource::load ( bool  backgroundThread = false)
virtualinherited

Loads the resource, if it is not already.

Remarks
If the resource is loaded from a file, loading is automatic. If not, if for example this resource gained it's data from procedural calls rather than loading from a file, then this resource will not reload on it's own.
Parameters
backgroundThreadIndicates whether the caller of this method is the background resource loading thread.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::SkeletonInstance::loadImpl ( void  )
protectedvirtual

Overridden from Skeleton.

Reimplemented from Ogre::Skeleton.

Ogre::Resource::OGRE_MUTEX ( mListenerListMutex  )
protectedinherited
template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

Definition at line 96 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

Definition at line 102 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 108 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

Definition at line 113 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 119 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

Definition at line 68 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

Definition at line 73 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

Definition at line 79 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

Definition at line 86 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

Definition at line 91 of file OgreMemoryAllocatedObject.h.

virtual void Ogre::Skeleton::optimiseAllAnimations ( bool  preservingIdentityNodeTracks = false)
virtualinherited

Optimise all of this skeleton's animations.

See also
Animation::optimise
Parameters
preservingIdentityNodeTracksIf true, don't destroy identity node tracks.
virtual void Ogre::Resource::postLoadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions after the load process, but before the resource has been marked as fully loaded.

Note
Mutex will have already been acquired by the loading thread. Also, this call will occur even when using a ManualResourceLoader (when loadImpl is not actually called)

Reimplemented in Ogre::Mesh, Ogre::D3D9Texture, and Ogre::D3D11Texture.

Definition at line 191 of file OgreResource.h.

virtual void Ogre::Resource::postUnloadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions after the unload process, but before the resource has been marked as fully unloaded.

Note
Mutex will have already been acquired by the unloading thread.

Definition at line 201 of file OgreResource.h.

virtual void Ogre::Resource::preLoadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions before the load process, but after the resource has been marked as 'loading'.

Note
Mutex will have already been acquired by the loading thread. Also, this call will occur even when using a ManualResourceLoader (when loadImpl is not actually called)

Definition at line 184 of file OgreResource.h.

virtual void Ogre::Resource::prepare ( bool  backgroundThread = false)
virtualinherited

Prepares the resource for load, if it is not already.

One can call prepare() before load(), but this is not required as load() will call prepare() itself, if needed. When OGRE_THREAD_SUPPORT==1 both load() and prepare() are thread-safe. When OGRE_THREAD_SUPPORT==2 however, only prepare() is thread-safe. The reason for this function is to allow a background thread to do some of the loading work, without requiring the whole render system to be thread-safe. The background thread would call prepare() while the main render loop would later call load(). So long as prepare() remains thread-safe, subclasses can arbitrarily split the work of loading a resource between load() and prepare(). It is best to try and do as much work in prepare(), however, since this will leave less work for the main render thread to do and thus increase FPS.

Parameters
backgroundThreadWhether this is occurring in a background thread
virtual void Ogre::Resource::prepareImpl ( void  )
inlineprotectedvirtualinherited

Internal implementation of the meat of the 'prepare' action.

Reimplemented in Ogre::Mesh, Ogre::D3D9Texture, Ogre::D3D11Texture, Ogre::Material, Ogre::PatchMesh, Ogre::GLTexture, and Ogre::GL3PlusTexture.

Definition at line 205 of file OgreResource.h.

virtual void Ogre::Resource::preUnloadImpl ( void  )
inlineprotectedvirtualinherited

Internal hook to perform actions before the unload process.

Note
Mutex will have already been acquired by the unloading thread.

Definition at line 196 of file OgreResource.h.

virtual void Ogre::Resource::reload ( void  )
virtualinherited

Reloads the resource, if it is already loaded.

Remarks
Calls unload() and then load() again, if the resource is already loaded. If it is not loaded already, then nothing happens.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::SkeletonInstance::removeAllLinkedSkeletonAnimationSources ( void  )
virtual

Remove all links to other skeletons for the purposes of sharing animation.

Reimplemented from Ogre::Skeleton.

void Ogre::SkeletonInstance::removeAnimation ( const String name)
virtual

Removes an Animation from this skeleton.

Remarks
This method updates the reference skeleton, not just this instance!

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Resource::removeListener ( Listener lis)
virtualinherited

Remove a listener on this resource.

See also
Resource::Listener

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

virtual void Ogre::Skeleton::reset ( bool  resetManualBones = false)
virtualinherited

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.
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.
virtual void Ogre::Skeleton::setAnimationState ( const AnimationStateSet animSet)
virtualinherited

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.
virtual void Ogre::Resource::setBackgroundLoaded ( bool  bl)
inlinevirtualinherited

Tells the resource whether it is background loaded or not.

See also
Resource::isBackgroundLoaded. Note that calling this only defers the normal on-demand loading behaviour of a resource, it does not actually set up a thread to make sure the resource gets loaded in the background. You should use ResourceBackgroundLoadingQueue to manage the actual loading (which will call this method itself).

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

Definition at line 375 of file OgreResource.h.

virtual void Ogre::Skeleton::setBindingPose ( void  )
virtualinherited

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 Ogre::Skeleton::setBlendMode ( SkeletonAnimationBlendMode  state)
virtualinherited

Sets the animation blending mode this skeleton will use.

virtual bool Ogre::StringInterface::setParameter ( const String name,
const String value 
)
virtualinherited

Generic parameter setting method.

Remarks
Call this method with the name of a parameter and a string version of the value to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
nameThe name of the parameter to set
valueString value. Must be in the right format for the type specified in the parameter definition. See the StringConverter class for more information.
Returns
true if set was successful, false otherwise (NB no exceptions thrown - tolerant method)

Referenced by Ogre::StringInterface::copyParametersTo().

virtual void Ogre::StringInterface::setParameterList ( const NameValuePairList paramList)
virtualinherited

Generic multiple parameter setting method.

Remarks
Call this method with a list of name / value pairs to set. The implementor will convert the string to a native type internally. If in doubt, check the parameter definition in the list returned from StringInterface::getParameters.
Parameters
paramListName/value pair list
virtual void Ogre::Resource::touch ( void  )
virtualinherited

'Touches' the resource to indicate it has been used.

Reimplemented in Ogre::Material, Ogre::CgProgram, and Ogre::UnifiedHighLevelGpuProgram.

Referenced by Ogre::Material::touch().

virtual void Ogre::Resource::unload ( void  )
virtualinherited

Unloads the resource; this is not permanent, the resource can be reloaded later if required.

Reimplemented in Ogre::UnifiedHighLevelGpuProgram.

void Ogre::SkeletonInstance::unloadImpl ( void  )
protectedvirtual

Overridden from Skeleton.

Reimplemented from Ogre::Skeleton.

virtual void Ogre::Resource::unprepareImpl ( void  )
inlineprotectedvirtualinherited

Internal function for undoing the 'prepare' action.

Called when the load is completed, and when resources are unloaded when they are prepared but not yet loaded.

Reimplemented in Ogre::Mesh, Ogre::D3D9Texture, Ogre::D3D11Texture, Ogre::Material, Ogre::GLTexture, and Ogre::GL3PlusTexture.

Definition at line 210 of file OgreResource.h.

Member Data Documentation

TagPointList Ogre::SkeletonInstance::mActiveTagPoints
protected

Active tag point list.

Remarks
This is a linked list of pointers to active tag points
This allows very fast insertions and deletions from anywhere in the list to activate / deactivate tag points (required for weapon / equip systems etc) as well as reuse of TagPoint instances without construction & destruction which avoids memory thrashing.

Definition at line 134 of file OgreSkeletonInstance.h.

AnimationList Ogre::Skeleton::mAnimationsList
protectedinherited

Definition at line 437 of file OgreSkeleton.h.

SkeletonAnimationBlendMode Ogre::Skeleton::mBlendState
protectedinherited

Definition at line 416 of file OgreSkeleton.h.

BoneList Ogre::Skeleton::mBoneList
protectedinherited

Storage of bones, indexed by bone handle.

Definition at line 418 of file OgreSkeleton.h.

BoneListByName Ogre::Skeleton::mBoneListByName
protectedinherited

Definition at line 421 of file OgreSkeleton.h.

ResourceManager* Ogre::Resource::mCreator
protectedinherited

Creator.

Definition at line 144 of file OgreResource.h.

TagPointList Ogre::SkeletonInstance::mFreeTagPoints
protected

Free tag point list.

Remarks
This contains a list of the tag points free for use as new instances as required by the set. When a TagPoint instance is deactivated, there will be a reference on this list. As they get used this list reduces, as they get released back to to the set they get added back to the list.

Definition at line 143 of file OgreSkeletonInstance.h.

String Ogre::Resource::mGroup
protectedinherited

The name of the resource group.

Definition at line 148 of file OgreResource.h.

ResourceHandle Ogre::Resource::mHandle
protectedinherited

Numeric handle for more efficient look up than name.

Definition at line 150 of file OgreResource.h.

volatile bool Ogre::Resource::mIsBackgroundLoaded
protectedinherited

Is this resource going to be background loaded? Only applicable for multithreaded.

Definition at line 154 of file OgreResource.h.

bool Ogre::Resource::mIsManual
protectedinherited

Is this file manually loaded?

Definition at line 158 of file OgreResource.h.

LinkedSkeletonAnimSourceList Ogre::Skeleton::mLinkedSkeletonAnimSourceList
mutableprotectedinherited

List of references to other skeletons to use animations from.

Definition at line 440 of file OgreSkeleton.h.

ListenerList Ogre::Resource::mListenerList
protectedinherited

Definition at line 167 of file OgreResource.h.

ManualResourceLoader* Ogre::Resource::mLoader
protectedinherited

Optional manual loader; if provided, data is loaded from here instead of a file.

Definition at line 162 of file OgreResource.h.

AtomicScalar<LoadingState> Ogre::Resource::mLoadingState
protectedinherited

Is the resource currently loaded?

Definition at line 152 of file OgreResource.h.

BoneSet Ogre::Skeleton::mManualBones
protectedinherited

Manual bones.

Definition at line 430 of file OgreSkeleton.h.

bool Ogre::Skeleton::mManualBonesDirty
protectedinherited

Manual bones dirty?

Definition at line 432 of file OgreSkeleton.h.

String Ogre::Resource::mName
protectedinherited

Unique name of the resource.

Definition at line 146 of file OgreResource.h.

unsigned short Ogre::Skeleton::mNextAutoHandle
protectedinherited

Bone automatic handles.

Definition at line 427 of file OgreSkeleton.h.

unsigned short Ogre::SkeletonInstance::mNextTagPointAutoHandle
protected

TagPoint automatic handles.

Definition at line 146 of file OgreSkeletonInstance.h.

String Ogre::Resource::mOrigin
protectedinherited

Origin of this resource (e.g. script name) - optional.

Definition at line 160 of file OgreResource.h.

BoneList Ogre::Skeleton::mRootBones
mutableprotectedinherited

Pointer to root bones (can now have multiple roots)

Definition at line 425 of file OgreSkeleton.h.

size_t Ogre::Resource::mSize
protectedinherited

The size of the resource in bytes.

Definition at line 156 of file OgreResource.h.

SkeletonPtr Ogre::SkeletonInstance::mSkeleton
protected

Pointer back to master Skeleton.

Definition at line 122 of file OgreSkeletonInstance.h.

size_t Ogre::Resource::mStateCount
protectedinherited

State count, the number of times this resource has changed state.

Definition at line 164 of file OgreResource.h.

Ogre::Resource::OGRE_AUTO_MUTEX
inherited

Definition at line 82 of file OgreResource.h.


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