#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using Axiom.Core;
using Axiom.MathLib;
namespace Axiom.Animating{
/// <summary>
/// A bone in a skeleton.
/// </summary>
/// <remarks>
/// See Skeleton for more information about the principles behind skeletal animation.
/// This class is a node in the joint hierarchy. Mesh vertices also have assignments
/// to bones to define how they move in relation to the skeleton.
/// </remarks>
public class Bone : Node {
#region Fields
/// <summary>Numeric handle of this bone.</summary>
protected ushort handle;
/// <summary>Bones set as manuallyControlled are not reseted in Skeleton.Reset().</summary>
protected bool isManuallyControlled;
/// <summary>The skeleton that created this bone.</summary>
protected Skeleton creator;
/// <summary>The inverse derived transform of the bone in the binding pose.</summary>
protected Matrix4 bindDerivedInverseTransform;
#endregion Fields
#region Constructors
/// <summary>
/// Constructor, not to be used directly (use Bone.CreateChild or Skeleton.CreateBone)
/// </summary>
public Bone(ushort handle, Skeleton creator) : base() {
this.handle = handle;
this.isManuallyControlled = false;
this.creator = creator;
}
/// <summary>
/// Constructor, not to be used directly (use Bone.CreateChild or Skeleton.CreateBone)
/// </summary>
public Bone(string name, ushort handle, Skeleton creator) : base(name) {
this.handle = handle;
this.isManuallyControlled = false;
this.creator = creator;
}
#endregion
#region Methods
/// <summary>
/// Creates a new Bone as a child of this bone.
/// </summary>
/// <returns></returns>
protected override Node CreateChildImpl() {
return creator.CreateBone();
}
/// <summary>
/// Creates a new Bone as a child of this bone.
/// </summary>
/// <param name="name">Name of the bone to create.</param>
/// <returns></returns>
protected override Node CreateChildImpl(string name) {
return creator.CreateBone(name);
}
/// <summary>
/// Overloaded method. Passes in Zero and Identity for the last 2 params.
/// </summary>
/// <param name="handle">The numeric handle to give the new bone; must be unique within the Skeleton.</param>
/// <returns></returns>
public Bone CreateChild(ushort handle) {
return CreateChild(handle, Vector3.Zero, Quaternion.Identity);
}
/// <summary>
/// Creates a new Bone as a child of this bone.
/// </summary>
/// <param name="handle">The numeric handle to give the new bone; must be unique within the Skeleton.</param>
/// <param name="translate">Initial translation offset of child relative to parent.</param>
/// <param name="rotate">Initial rotation relative to parent.</param>
/// <returns></returns>
public Bone CreateChild(ushort handle, Vector3 translate, Quaternion rotate) {
Bone bone = creator.CreateBone(handle);
bone.Translate(translate);
bone.Rotate(rotate);
this.AddChild(bone);
return bone;
}
/// <summary>
/// Resets the position and orientation of this Bone to the original binding position.
/// </summary>
/// <remarks>
/// Bones are bound to the mesh in a binding pose. They are then modified from this
/// position during animation. This method returns the bone to it's original position and
/// orientation.
/// </remarks>
public void Reset() {
ResetToInitialState();
}
/// <summary>
/// Sets the current position / orientation to be the 'binding pose' ie the layout in which
/// bones were originally bound to a mesh.
/// </summary>
public void SetBindingPose() {
SetInitialState();
// save inverse derived, used for mesh transform later (assumes Update has been called by Skeleton
MakeInverseTransform(
this.DerivedPosition,
Vector3.UnitScale,
this.DerivedOrientation,
ref bindDerivedInverseTransform);
}
#endregion
#region Properties
/// <summary>
/// Determines whether this bone is controlled at runtime.
/// </summary>
public bool IsManuallyControlled {
get { return isManuallyControlled; }
set {
isManuallyControlled = value;
}
}
/// <summary>
/// Gets the inverse transform which takes bone space to origin from the binding pose.
/// </summary>
public Matrix4 BindDerivedInverseTransform {
get {
return bindDerivedInverseTransform;
}
}
/// <summary>
/// Gets the numeric handle of this bone.
/// </summary>
public ushort Handle {
get {
return handle;
}
}
#endregion
}
/// <summary>
/// Records the assignment of a single vertex to a single bone with the corresponding weight.
/// </summary>
/// <remarks>
/// This simple struct simply holds a vertex index, bone index and weight representing the
/// assignment of a vertex to a bone for skeletal animation. There may be many of these
/// per vertex if blended vertex assignments are allowed.
/// This is a class because we need it as a reference type to allow for modification
/// in places where we would only have a copy of the data if it were a struct.
/// </remarks>
public class VertexBoneAssignment {
public int vertexIndex;
public ushort boneIndex;
public float weight;
}
}
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