29 #ifndef __SkeletonInstance_H__
30 #define __SkeletonInstance_H__
Class encapsulating a set of AnimationState objects.
Concrete IteratorWrapper for const access to the underlying container.
Implementation of a Quaternion, i.e.
static const Quaternion IDENTITY
A SkeletonInstance is a single instance of a Skeleton used by a world object.
Animation * createAnimation(const String &name, Real length)
Creates a new Animation object for animating this skeleton.
unsigned short mNextTagPointAutoHandle
TagPoint automatic handles.
Animation * getAnimation(const String &name, const LinkedSkeletonAnimationSource **linker=0) const
Returns the named Animation object.
TagPoint * createTagPointOnBone(Bone *bone, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO)
Creates a TagPoint ready to be attached to a bone.
SkeletonPtr mSkeleton
Pointer back to master Skeleton.
void cloneBoneAndChildren(Bone *source, Bone *parent)
SkeletonInstance(const SkeletonPtr &masterCopy)
Constructor, don't call directly, this will be created automatically when you create an Entity based ...
const String & getName(void) const
Gets resource name.
void addLinkedSkeletonAnimationSource(const String &skelName, Real scale=1.0f)
Allows you to use the animations from another Skeleton object to animate this skeleton.
unsigned short getNumAnimations(void) const
Gets the number of animations on this skeleton.
void unloadImpl(void)
Overridden from Skeleton.
void removeAllLinkedSkeletonAnimationSources(void)
Remove all links to other skeletons for the purposes of sharing animation.
TagPointList mActiveTagPoints
Active tag point list.
Animation * _getAnimationImpl(const String &name, const LinkedSkeletonAnimationSource **linker=0) const
Internal accessor for animations (returns null if animation does not exist)
void loadImpl(void)
Overridden from Skeleton.
const String & getGroup(void)
Gets the group which this resource is a member of.
list< TagPoint * >::type TagPointList
void _initAnimationState(AnimationStateSet *animSet)
Initialise an animation set suitable for use with this skeleton.
TagPointList mFreeTagPoints
Free tag point list.
LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator(void) const
Get an iterator over the linked skeletons used as animation sources.
void _refreshAnimationState(AnimationStateSet *animSet)
Refresh an animation set suitable for use with this skeleton.
ResourceHandle getHandle(void) const
void removeAnimation(const String &name)
Removes an Animation from this skeleton.
void freeTagPoint(TagPoint *tagPoint)
Frees a TagPoint that already attached to a bone.
Animation * getAnimation(unsigned short index) const
Gets a single animation by index.
A collection of Bone objects used to animate a skinned mesh.
A tagged point on a skeleton, which can be used to attach entities to on specific other entities.
Standard 3-dimensional vector.
static const Vector3 ZERO
float Real
Software floating point type.
unsigned long long int ResourceHandle
Link to another skeleton to share animations.