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skeleton.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation, either version 3 of the License, or
7  (at your option) any later version.
8 
9  The Mezzanine Engine is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
13 
14  You should have received a copy of the GNU General Public License
15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
22 
23  However there are some practical restrictions, so if your project involves
24  any of the following you should contact us and we will try to work something
25  out:
26  - DRM or Copy Protection of any kind(except Copyrights)
27  - Software Patents You Do Not Wish to Freely License
28  - Any Kind of Linking to Non-GPL licensed Works
29  - Are Currently In Violation of Another Copyright Holder's GPL License
30  - If You want to change our code and not add a few hundred MB of stuff to
31  your distribution
32 
33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
35  you have any questions.
36 
37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 #ifndef _graphicsskeleton_h
41 #define _graphicsskeleton_h
42 
43 #include "datatypes.h"
44 
45 namespace Ogre
46 {
47  class Bone;
48  class Skeleton;
49  template<typename T> class SharedPtr;
50  typedef SharedPtr<Skeleton> SkeletonPtr;
51 }
52 
53 namespace Mezzanine
54 {
55  namespace Graphics
56  {
57  class Bone;
58  class InternalSkeletonData;
59  ///////////////////////////////////////////////////////////////////////////////
60  /// @brief This class encapsulates the Skeletal animation functionality of a Mesh.
61  /// @details
62  ///////////////////////////////////////
64  {
65  public:
66  typedef std::vector<Bone*> BoneContainer;
67  typedef BoneContainer::iterator BoneIterator;
68  typedef BoneContainer::const_iterator ConstBoneIterator;
69  typedef std::map<String,Bone*> NamedBoneContainer;
70  typedef NamedBoneContainer::iterator NamedBoneIterator;
71  typedef NamedBoneContainer::const_iterator ConstNamedBoneIterator;
72  protected:
74  BoneContainer Bones;
75  public:
76  /// @internal
77  /// @brief Internal constructor.
78  /// @param InternalSkeleton The internal skeleton this skeleton is based upon.
79  Skeleton(Ogre::SkeletonPtr InternalSkeleton);
80  /// @brief Class destructor.
81  ~Skeleton();
82 
83  ///////////////////////////////////////////////////////////////////////////////
84  // Utility Methods
85 
86  ///////////////////////////////////////////////////////////////////////////////
87  // Bone Methods
88 
89  /// @brief Gets the number of bones contained in this skeleton.
90  /// @return Returns a UInt16 representing the number of bones in this skeleton.
91  UInt16 GetNumBones() const;
92 
93  /// @brief Gets an iterator to the first Bone.
94  /// @return Returns an iterator to the first Bone being stored by this Skeleton.
95  BoneIterator BoneBegin();
96  /// @brief Gets an iterator to one passed the last Bone.
97  /// @return Returns an iterator to one passed the last Bone being stored by this Skeleton.
98  BoneIterator BoneEnd();
99  /// @brief Gets a const iterator to the first Bone.
100  /// @return Returns a const iterator to the first Bone being stored by this Skeleton.
101  ConstBoneIterator BoneBegin() const;
102  /// @brief Gets an iterator to one passed the last Bone.
103  /// @return Returns an iterator to one passed the last Bone being stored by this Skeleton.
104  ConstBoneIterator BoneEnd() const;
105 
106  ///////////////////////////////////////////////////////////////////////////////
107  // Animation Methods
108 
109  /// @todo Implement these
110 
111  ///////////////////////////////////////////////////////////////////////////////
112  // Asset Methods
113 
114  /// @brief Gets the Name of this Skeleton.
115  /// @note If this Skeleton originated from a file, usually the name of the Skeleton will be the file name.
116  /// @return Returns a const string reference containing the name of this Skeleton.
117  ConstString& GetName() const;
118  /// @brief Gets the resource group this Skeleton belongs to.
119  /// @return Returns a const string reference containing the group this Skeleton belongs to.
120  ConstString& GetGroup() const;
121 
122  ///////////////////////////////////////////////////////////////////////////////
123  // Internal Methods
124 
125  /// @internal
126  /// @brief Creates a bone wrapper for a pre-made internal bone.
127  /// @param InternalBone The internal bone this Bone is based on.
128  Bone* _CreateBoneWrapper(Ogre::Bone* InternalBone);
129  /// @internal
130  /// @brief Gets the internal Skeleton pointer.
131  /// @return Returns a shared pointer pointing to the internal Skeleton.
132  Ogre::SkeletonPtr _GetInternalSkeleton() const;
133  };//Skeleton
134  }//Graphics
135 }//Mezzanine
136 
137 #endif
This class is used to store the internal structures needed by the Skeleton class. ...
Definition: skeleton.cpp:56
All the definitions for datatypes as well as some basic conversion functions are defined here...
uint16_t UInt16
An 16-bit unsigned integer.
Definition: datatypes.h:122
const String ConstString
A Datatype used to a series of imutable characters.
Definition: datatypes.h:165
This class encapsulates the bones contained in a skeleton used for animation.
Definition: bone.h:59
This class encapsulates the Skeletal animation functionality of a Mesh.
Definition: skeleton.h:63
#define MEZZ_LIB
Some platforms require special decorations to denote what is exported/imported in a share library...
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56