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# OgreBone.cpp

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    00001 /*
    00002 -----------------------------------------------------------------------------
    00003 This source file is part of OGRE
    00004     (Object-oriented Graphics Rendering Engine)
    00005 For the latest info, see http://www.ogre3d.org/
    00006
    00007 Copyright © 2000-2002 The OGRE Team
    00008 Also see acknowledgements in Readme.html
    00009
    00010 This program is free software; you can redistribute it and/or modify it under
    00011 the terms of the GNU Lesser General Public License as published by the Free Software
    00012 Foundation; either version 2 of the License, or (at your option) any later
    00013 version.
    00014
    00015 This program is distributed in the hope that it will be useful, but WITHOUT
    00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
    00018
    00019 You should have received a copy of the GNU Lesser General Public License along with
    00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
    00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
    00022 http://www.gnu.org/copyleft/lesser.txt.
    00023 -----------------------------------------------------------------------------
    00024 */
    00025 #include "OgreStableHeaders.h"
    00026
    00027 #include "OgreBone.h"
    00028 #include "OgreSkeleton.h"
    00029 #include "OgreTagPoint.h"
    00030
    00031 namespace Ogre {
    00032
    00033     //---------------------------------------------------------------------
    00034     Bone::Bone(unsigned short handle, Skeleton* creator)
    00035         : Node(), mHandle(handle), mManuallyControlled(false), mCreator(creator)
    00036     {
    00037     }
    00038     //---------------------------------------------------------------------
    00039     Bone::Bone(const String& name, unsigned short handle, Skeleton* creator)
    00040         : Node(name), mHandle(handle), mManuallyControlled(false), mCreator(creator)
    00041     {
    00042     }
    00043     //---------------------------------------------------------------------
    00044     Bone::~Bone()
    00045     {
    00046     }
    00047     //---------------------------------------------------------------------
    00048     Bone* Bone::createChild(unsigned short handle, const Vector3& translate,
    00049         const Quaternion& rotate)
    00050     {
    00051         Bone* retBone = mCreator->createBone(handle);
    00052         retBone->translate(translate);
    00053         retBone->rotate(rotate);
    00054         this->addChild(retBone);
    00055         return retBone;
    00056     }
    00057     //---------------------------------------------------------------------
    00058     Node* Bone::createChildImpl(void)
    00059     {
    00060         return mCreator->createBone();
    00061     }
    00062     //---------------------------------------------------------------------
    00063     Node* Bone::createChildImpl(const String& name)
    00064     {
    00065         return mCreator->createBone(name);
    00066     }
    00067     //---------------------------------------------------------------------
    00068     void Bone::setBindingPose(void)
    00069     {
    00070         setInitialState();
    00071
    00072         // Save inverse derived, used for mesh transform later (assumes _update() has been called by Skeleton)
    00073         makeInverseTransform(_getDerivedPosition(), Vector3::UNIT_SCALE ,
    00074             _getDerivedOrientation(), mBindDerivedInverseTransform);
    00075     }
    00076     //---------------------------------------------------------------------
    00077     void Bone::reset(void)
    00078     {
    00079         resetToInitialState();
    00080     }
    00081     //---------------------------------------------------------------------
    00082     void Bone::setManuallyControlled(bool manuallyControlled) {
    00083         this->mManuallyControlled = manuallyControlled;
    00084     }
    00085     //---------------------------------------------------------------------
    00086     bool Bone::isManuallyControlled() const {
    00087         return mManuallyControlled;
    00088     }
    00089     //---------------------------------------------------------------------
    00090     const Matrix4& Bone::_getBindingPoseInverseTransform(void) const
    00091     {
    00092         return mBindDerivedInverseTransform;
    00093     }
    00094     //---------------------------------------------------------------------
    00095     unsigned short Bone::getHandle(void) const
    00096     {
    00097         return mHandle;
    00098     }
    00099
    00100
    00101
    00102
    00103
    00104 }
    00105

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:15 2004