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Object-Oriented Graphics Rendering Engine
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OgreBone.h
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1 /*
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3 This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 
29 #ifndef __Bone_H__
30 #define __Bone_H__
31 
32 #include "OgrePrerequisites.h"
33 #include "OgreNode.h"
34 
35 
36 namespace Ogre
37 {
51  class _OgreExport Bone : public Node
52  {
53  public:
55  Bone(unsigned short handle, Skeleton* creator);
57  Bone(const String& name, unsigned short handle, Skeleton* creator);
58  ~Bone();
59 
71  Bone* createChild(unsigned short handle,
72  const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);
73 
74 
76  unsigned short getHandle(void) const;
77 
81  void setBindingPose(void);
82 
89  void reset(void);
90 
103  void setManuallyControlled(bool manuallyControlled);
104 
106  bool isManuallyControlled() const;
107 
108 
113  void _getOffsetTransform(Matrix4& m) const;
114 
116  const Vector3& _getBindingPoseInverseScale(void) const { return mBindDerivedInverseScale; }
118  const Vector3& _getBindingPoseInversePosition(void) const { return mBindDerivedInversePosition; }
120  const Quaternion& _getBindingPoseInverseOrientation(void) const { return mBindDerivedInverseOrientation; }
121 
123  void needUpdate(bool forceParentUpdate = false);
124 
125 
126  protected:
128  unsigned short mHandle;
129 
132 
134  Node* createChildImpl(void);
136  Node* createChildImpl(const String& name);
137 
140 
147  };
148 
152 }
153 
154 #endif
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: OgreMatrix4.h:78
#define _OgreExport
Definition: OgrePlatform.h:260
unsigned short mHandle
The numeric handle of this bone.
Definition: OgreBone.h:128
Skeleton * mCreator
Pointer back to creator, for child creation (not smart ptr so child does not preserve parent) ...
Definition: OgreBone.h:139
static const Vector3 ZERO
Definition: OgreVector3.h:800
const Quaternion & _getBindingPoseInverseOrientation(void) const
Gets the inverted binding pose orientation.
Definition: OgreBone.h:120
Implementation of a Quaternion, i.e.
Vector3 mBindDerivedInverseScale
The inversed derived scale of the bone in the binding pose.
Definition: OgreBone.h:142
static const Quaternion IDENTITY
Vector3 mBindDerivedInversePosition
The inversed derived position of the bone in the binding pose.
Definition: OgreBone.h:146
const Vector3 & _getBindingPoseInversePosition(void) const
Gets the inverted binding pose position.
Definition: OgreBone.h:118
bool mManuallyControlled
Bones set as manuallyControlled are not reseted in Skeleton::reset()
Definition: OgreBone.h:131
Standard 3-dimensional vector.
Definition: OgreVector3.h:51
Quaternion mBindDerivedInverseOrientation
The inversed derived orientation of the bone in the binding pose.
Definition: OgreBone.h:144
_StringBase String
Class representing a general-purpose node an articulated scene graph.
Definition: OgreNode.h:64
A bone in a skeleton.
Definition: OgreBone.h:51
A collection of Bone objects used to animate a skinned mesh.
Definition: OgreSkeleton.h:87
const Vector3 & _getBindingPoseInverseScale(void) const
Gets the inverted binding pose scale.
Definition: OgreBone.h:116