Coverage Report

Created: 2025-10-10 06:46

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/src/ogre/OgreMain/include/OgreBone.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Bone_H__
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#define __Bone_H__
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#include "OgrePrerequisites.h"
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#include "OgreNode.h"
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namespace Ogre 
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{
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Animation
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    *  @{
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    */
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    /** A bone in a skeleton.
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        See Skeleton for more information about the principles behind skeletal animation.
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        This class is a node in the joint hierarchy. Mesh vertices also have assignments
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        to bones to define how they move in relation to the skeleton.
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    */
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    class _OgreExport Bone : public Node
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    {
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    public:
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        /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */
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        Bone(unsigned short handle, Skeleton* creator);
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        /** Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone) */
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        Bone(const String& name, unsigned short handle, Skeleton* creator);
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        ~Bone();
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    private:
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        // Intentionally hide base implementations of createChild methods. This will also suppress
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        // warnings like 'Ogre::Bone::createChild' hides overloaded virtual functions
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        using Node::createChild;
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    public:
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        /** Creates a new Bone as a child of this bone.
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            This method creates a new bone which will inherit the transforms of this
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            bone, with the handle specified.
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            @param 
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                handle The numeric handle to give the new bone; must be unique within the Skeleton.
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            @param
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                translate Initial translation offset of child relative to parent
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            @param
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                rotate Initial rotation relative to parent
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        */
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        Bone* createChild(unsigned short handle, 
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            const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY);
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        /** Gets the numeric handle for this bone (unique within the skeleton). */
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        unsigned short getHandle(void) const { return mHandle; }
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        /** Sets the current position / orientation to be the 'binding pose' ie the layout in which 
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            bones were originally bound to a mesh.
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        */
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        void setBindingPose(void);
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        /** Resets the position and orientation of this Bone to the original binding position.
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            Bones are bound to the mesh in a binding pose. They are then modified from this
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            position during animation. This method returns the bone to it's original position and
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            orientation.
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        */
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        void reset(void);
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        /** Sets whether or not this bone is manually controlled. 
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            Manually controlled bones can be altered by the application at runtime, 
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            and their positions will not be reset by the animation routines. Note 
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            that you should also make sure that there are no AnimationTrack objects
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            referencing this bone, or if there are, you should disable them using
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            pAnimation->destroyTrack(pBone->getHandle());
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        @par
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            You can also use AnimationState::setBlendMask to mask out animation from 
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            chosen tracks if you want to prevent application of a scripted animation 
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            to a bone without altering the Animation definition.
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        */
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        void setManuallyControlled(bool manuallyControlled);
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        /** Getter for mManuallyControlled Flag */
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        bool isManuallyControlled() const { return mManuallyControlled; }
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        /** Gets the transform which takes bone space to current from the binding pose. 
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            Internal use only.
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        */
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        void _getOffsetTransform(Affine3& m) const;
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        /** Gets the inverted binding pose scale. */
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        const Vector3& _getBindingPoseInverseScale(void) const { return mBindDerivedInverseScale; }
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        /** Gets the inverted binding pose position. */
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        const Vector3& _getBindingPoseInversePosition(void) const { return mBindDerivedInversePosition; }
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        /** Gets the inverted binding pose orientation. */
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        const Quaternion& _getBindingPoseInverseOrientation(void) const { return mBindDerivedInverseOrientation; }
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        /// @see Node::needUpdate
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        void needUpdate(bool forceParentUpdate = false) override;
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    private:
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        /** See Node. */
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        Node* createChildImpl(void) override;
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        /** See Node. */
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        Node* createChildImpl(const String& name) override;
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        /// Pointer back to creator, for child creation (not smart ptr so child does not preserve parent)
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        Skeleton* mCreator;
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        /// The inversed derived scale of the bone in the binding pose
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        Vector3 mBindDerivedInverseScale;
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        /// The inversed derived orientation of the bone in the binding pose
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        Quaternion mBindDerivedInverseOrientation;
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        /// The inversed derived position of the bone in the binding pose
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        Vector3 mBindDerivedInversePosition;
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        /// The numeric handle of this bone
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        unsigned short mHandle;
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        /** Bones set as manuallyControlled are not reseted in Skeleton::reset() */
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        bool mManuallyControlled;
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    };
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    /** @} */
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    /** @} */
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}
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#endif