// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Math/BoundingBox.h" #include "../Scene/Node.h" namespace Atomic { static const unsigned BONECOLLISION_NONE = 0x0; static const unsigned BONECOLLISION_SPHERE = 0x1; static const unsigned BONECOLLISION_BOX = 0x2; class Deserializer; class ResourceCache; class Serializer; /// %Bone in a skeleton. struct Bone { /// Construct with defaults. Bone() : parentIndex_(0), initialPosition_(Vector3::ZERO), initialRotation_(Quaternion::IDENTITY), initialScale_(Vector3::ONE), animated_(true), collisionMask_(0), radius_(0.0f) { } /// Bone name. String name_; /// Bone name hash. StringHash nameHash_; /// Parent bone index. unsigned parentIndex_; /// Reset position. Vector3 initialPosition_; /// Reset rotation. Quaternion initialRotation_; /// Reset scale. Vector3 initialScale_; /// Offset matrix. Matrix3x4 offsetMatrix_; /// Animation enable flag. bool animated_; /// Supported collision types. unsigned char collisionMask_; /// Radius. float radius_; /// Local-space bounding box. BoundingBox boundingBox_; /// Scene node. WeakPtr node_; }; /// Hierarchical collection of bones. class ATOMIC_API Skeleton { public: /// Construct an empty skeleton. Skeleton(); /// Destruct. ~Skeleton(); /// Read from a stream. Return true if successful. bool Load(Deserializer& source); /// Write to a stream. Return true if successful. bool Save(Serializer& dest) const; /// Define from another skeleton. void Define(const Skeleton& src); /// Set root bone's index. void SetRootBoneIndex(unsigned index); /// Clear bones. void ClearBones(); /// Reset all animating bones to initial positions. void Reset(); /// Return all bones. const Vector& GetBones() const { return bones_; } /// Return modifiable bones. Vector& GetModifiableBones() { return bones_; } /// Return number of bones. unsigned GetNumBones() const { return bones_.Size(); } /// Return root bone. Bone* GetRootBone(); /// Return bone by index. Bone* GetBone(unsigned index); /// Return bone by name. Bone* GetBone(const String& boneName); /// Return bone by name. Bone* GetBone(const char* boneName); /// Return bone by name hash. Bone* GetBone(StringHash boneNameHash); /// Reset all animating bones to initial positions without marking the nodes dirty. Requires the node dirtying to be performed later. void ResetSilent(); private: /// Bones. Vector bones_; /// Root bone index. unsigned rootBoneIndex_; }; }