text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
      (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  
  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.
  -----------------------------------------------------------------------------
  */
  
  #ifndef __Skeleton_H__
  #define __Skeleton_H__
  
  #include "OgrePrerequisites.h"
  #include "OgreResource.h"
  #include "OgreStringVector.h"
  #include "OgreAnimation.h"
  #include "OgreHeaderPrefix.h"
  #include "OgreSharedPtr.h"
  
  namespace Ogre {
  namespace v1 {
      /** \addtogroup Core
      *  @{
      */
      /** \addtogroup Animation
      *  @{
      */
  
      /**  */
      enum SkeletonAnimationBlendMode {
          /// Animations are applied by calculating a weighted average of all animations
          ANIMBLEND_AVERAGE = 0,
          /// Animations are applied by calculating a weighted cumulative total
          ANIMBLEND_CUMULATIVE = 1
      };
  
  #define OGRE_MAX_NUM_BONES 256
  
      
      struct LinkedSkeletonAnimationSource;
  
      /** A collection of OldBone objects used to animate a skinned mesh.
      @remarks
          Skeletal animation works by having a collection of 'bones' which are 
          actually just joints with a position and orientation, arranged in a tree structure.
          For example, the wrist joint is a child of the elbow joint, which in turn is a
          child of the shoulder joint. Rotating the shoulder automatically moves the elbow
          and wrist as well due to this hierarchy.
      @par
          So how does this animate a mesh? Well every vertex in a mesh is assigned to one or more
          bones which affects it's position when the bone is moved. If a vertex is assigned to 
          more than one bone, then weights must be assigned to determine how much each bone affects
          the vertex (actually a weight of 1.0 is used for single bone assignments). 
          Weighted vertex assignments are especially useful around the joints themselves
          to avoid 'pinching' of the mesh in this region. 
      @par
          Therefore by moving the skeleton using preset animations, we can animate the mesh. The
          advantage of using skeletal animation is that you store less animation data, especially
          as vertex counts increase. In addition, you are able to blend multiple animations together
          (e.g. walking and looking around, running and shooting) and provide smooth transitions
          between animations without incurring as much of an overhead as would be involved if you
          did this on the core vertex data.
      @par
          Skeleton definitions are loaded from datafiles, namely the .skeleton file format. They
          are loaded on demand, especially when referenced by a Mesh.
      */
      class _OgreExport Skeleton : public Resource, public AnimationContainer
      {
          friend class OldSkeletonInstance;
      protected:
          /// Internal constructor for use by OldSkeletonInstance only
          Skeleton();
  
      public:
          /** Constructor, don't call directly, use SkeletonManager.
          @remarks
              On creation, a Skeleton has a no bones, you should create them and link
              them together appropriately. 
          */
          Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle,
              const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
          virtual ~Skeleton();
  
  
          /** Creates a brand new OldBone owned by this Skeleton. 
          @remarks
              This method creates an unattached new OldBone for this skeleton.
              Unless this is to be a root bone (there may be more than one of 
              these), you must attach it to another OldBone in the skeleton using addChild for it to be any use.
              For this reason you will likely be better off creating child bones using the
              OldBone::createChild method instead, once you have created the root bone. 
          @par
              Note that this method automatically generates a handle for the bone, which you
              can retrieve using OldBone::getHandle. If you wish the new OldBone to have a specific
              handle, use the alternate form of this method which takes a handle as a parameter,
              although you should note the restrictions.
          */
          virtual OldBone* createBone(void);
  
          /** Creates a brand new OldBone owned by this Skeleton. 
          @remarks
              This method creates an unattached new OldBone for this skeleton and assigns it a 
              specific handle. Unless this is to be a root bone (there may be more than one of 
              these), you must attach it to another OldBone in the skeleton using addChild for it to be any use. 
              For this reason you will likely be better off creating child bones using the
              OldBone::createChild method instead, once you have created a root bone. 
          @param handle The handle to give to this new bone - must be unique within this skeleton. 
              You should also ensure that all bone handles are eventually contiguous (this is to simplify
              their compilation into an indexed array of transformation matrices). For this reason
              it is advised that you use the simpler createBone method which automatically assigns a
              sequential handle starting from 0.
          */
          virtual OldBone* createBone(unsigned short handle);
  
          /** Creates a brand new OldBone owned by this Skeleton. 
          @remarks
              This method creates an unattached new OldBone for this skeleton and assigns it a 
              specific name.Unless this is to be a root bone (there may be more than one of 
              these), you must attach it to another OldBone in the skeleton using addChild for it to be any use.
              For this reason you will likely be better off creating child bones using the
              OldBone::createChild method instead, once you have created the root bone. 
          @param name The name to give to this new bone - must be unique within this skeleton. 
              Note that the way OGRE looks up bones is via a numeric handle, so if you name a
              OldBone this way it will be given an automatic sequential handle. The name is just
              for your convenience, although it is recommended that you only use the handle to 
              retrieve the bone in performance-critical code.
          */
          virtual OldBone* createBone(const String& name);
  
          /** Creates a brand new OldBone owned by this Skeleton. 
          @remarks
              This method creates an unattached new OldBone for this skeleton and assigns it a 
              specific name and handle. Unless this is to be a root bone (there may be more than one of 
              these), you must attach it to another OldBone in the skeleton using addChild for it to be any use.
              For this reason you will likely be better off creating child bones using the
              OldBone::createChild method instead, once you have created the root bone. 
          @param name The name to give to this new bone - must be unique within this skeleton. 
          @param handle The handle to give to this new bone - must be unique within this skeleton. 
          */
          virtual OldBone* createBone(const String& name, unsigned short handle);
  
          /** Returns the number of bones in this skeleton. */
          virtual unsigned short getNumBones(void) const;
  
          /** Gets the root bone of the skeleton: deprecated in favour of getRootBoneIterator. 
          @remarks
              The system derives the root bone the first time you ask for it. The root bone is the
              only bone in the skeleton which has no parent. The system locates it by taking the
              first bone in the list and going up the bone tree until there are no more parents,
              and saves this top bone as the root. If you are building the skeleton manually using
              createBone then you must ensure there is only one bone which is not a child of 
              another bone, otherwise your skeleton will not work properly. If you use createBone
              only once, and then use OldBone::createChild from then on, then inherently the first
              bone you create will by default be the root.
          */
          virtual OldBone* getRootBone(void) const;
  
          typedef vector<OldBone*>::type BoneList;
          typedef VectorIterator<BoneList> BoneIterator;
          typedef ConstVectorIterator<BoneList> ConstBoneIterator;
          /// Get an iterator over the root bones in the skeleton, ie those with no parents
          virtual BoneIterator getRootBoneIterator(void);
          /// Get an iterator over all the bones in the skeleton
          virtual BoneIterator getBoneIterator(void);
          ConstBoneIterator getBoneIteratorConst(void) const;
  
          /** Gets a bone by it's handle. */
          virtual OldBone* getBone(unsigned short handle) const;
  
          /** Gets a bone by it's name. */
          virtual OldBone* getBone(const String& name) const;
  
          /** Returns whether this skeleton contains the named bone. */
          virtual bool hasBone(const String& name) const;
  
          /** Sets the current position / orientation to be the 'binding pose' i.e. the layout in which 
              bones were originally bound to a mesh.
          */
          virtual void setBindingPose(void);
  
          /** Resets the position and orientation of all bones in this skeleton to their original binding position.
          @remarks
              A skeleton is bound to a mesh in a binding pose. OldBone positions are then modified from this
              position during animation. This method returns all the bones to their original position and
              orientation.
          @param resetManualBones If set to true, causes the state of manual bones to be reset
              too, which is normally not done to allow the manual state to persist even 
              when keyframe animation is applied.
          */
          virtual void reset(bool resetManualBones = false);
  
          /** Creates a new Animation object for animating this skeleton. 
          @param name The name of this animation
          @param length The length of the animation in seconds
          */
          virtual Animation* createAnimation(const String& name, Real length);
  
          /** Returns the named Animation object. 
          @remarks
              Will pick up animations in linked skeletons 
              (@see addLinkedSkeletonAnimationSource). 
          @param name The name of the animation
          @param linker Optional pointer to a pointer to the linked skeleton animation
              where this is coming from.
          */
          virtual Animation* getAnimation(const String& name, 
              const LinkedSkeletonAnimationSource** linker) const;
  
          /** Returns the named Animation object.
           @remarks
               Will pick up animations in linked skeletons 
               (@see addLinkedSkeletonAnimationSource). 
           @param name The name of the animation
           */
          virtual Animation* getAnimation(const String& name) const;
  
          /// Internal accessor for animations (returns null if animation does not exist)
          virtual Animation* _getAnimationImpl(const String& name, 
              const LinkedSkeletonAnimationSource** linker = 0) const;
  
  
          /** Returns whether this skeleton contains the named animation. */
          virtual bool hasAnimation(const String& name) const;
  
          /** Removes an Animation from this skeleton. */
          virtual void removeAnimation(const String& name);
  
          /** Changes the state of the skeleton to reflect the application of the passed in collection of animations.
          @remarks
              Animating a skeleton involves both interpolating between keyframes of a specific animation,
              and blending between the animations themselves. Calling this method sets the state of
              the skeleton so that it reflects the combination of all the passed in animations, at the
              time index specified for each, using the weights specified. Note that the weights between 
              animations do not have to sum to 1.0, because some animations may affect only subsets
              of the skeleton. If the weights exceed 1.0 for the same area of the skeleton, the 
              movement will just be exaggerated.
          */
          virtual void setAnimationState(const AnimationStateSet& animSet);
  
  
          /** Initialise an animation set suitable for use with this skeleton. 
          @remarks
              Only recommended for use inside the engine, not by applications.
          */
          virtual void _initAnimationState(AnimationStateSet* animSet);
  
          /** Refresh an animation set suitable for use with this skeleton. 
          @remarks
              Only recommended for use inside the engine, not by applications.
          */
          virtual void _refreshAnimationState(AnimationStateSet* animSet);
  
          /** Populates the passed in array with the bone matrices based on the current position.
          @remarks
              Internal use only. The array pointed to by the passed in pointer must
              be at least as large as the number of bones.
              Assumes animation has already been updated.
          */
          virtual void _getBoneMatrices(Matrix4* pMatrices);
  
          /** Gets the number of animations on this skeleton. */
          virtual unsigned short getNumAnimations(void) const;
  
          /** Gets a single animation by index. 
          @remarks
              Will NOT pick up animations in linked skeletons 
              (@see addLinkedSkeletonAnimationSource).
          */
          virtual Animation* getAnimation(unsigned short index) const;
  
  
          /** Gets the animation blending mode which this skeleton will use. */
          virtual SkeletonAnimationBlendMode getBlendMode() const;
          /** Sets the animation blending mode this skeleton will use. */
          virtual void setBlendMode(SkeletonAnimationBlendMode state);
  
          /// Updates all the derived transforms in the skeleton
          virtual void _updateTransforms(void);
  
          /** Optimise all of this skeleton's animations.
          @see Animation::optimise
          @param
              preservingIdentityNodeTracks If true, don't destroy identity node tracks.
          */
          virtual void optimiseAllAnimations(bool preservingIdentityNodeTracks = false);
  
          /** Allows you to use the animations from another Skeleton object to animate
              this skeleton.
          @remarks
              If you have skeletons of identical structure (that means identically
              named bones with identical handles, and with the same hierarchy), but
              slightly different proportions or binding poses, you can re-use animations
              from one in the other. Because animations are actually stored as
              changes to bones from their bind positions, it's possible to use the
              same animation data for different skeletons, provided the skeletal
              structure matches and the 'deltas' stored in the keyframes apply
              equally well to the other skeletons bind position (so they must be
              roughly similar, but don't have to be identical). You can use the 
              'scale' option to adjust the translation and scale keyframes where
              there are large differences in size between the skeletons.
          @note
              This method takes a skeleton name, rather than a more specific 
              animation name, for two reasons; firstly it allows some validation 
              of compatibility of skeletal structure, and secondly skeletons are
              the unit of loading. Linking a skeleton to another in this way means
              that the linkee will be prevented from being destroyed until the 
              linker is destroyed.
  
              You cannot set up cyclic relationships, e.g. SkeletonA uses SkeletonB's
              animations, and SkeletonB uses SkeletonA's animations. This is because
              it would set up a circular dependency which would prevent proper 
              unloading - make one of the skeletons the 'master' in this case.
          @param skelName Name of the skeleton to link animations from. This 
              skeleton will be loaded immediately if this skeleton is already 
              loaded, otherwise it will be loaded when this skeleton is.
          @param scale A scale factor to apply to translation and scaling elements
              of the keyframes in the other skeleton when applying the animations
              to this one. Compensates for skeleton size differences.
          */
          virtual void addLinkedSkeletonAnimationSource(const String& skelName, 
              Real scale = 1.0f);
          /// Remove all links to other skeletons for the purposes of sharing animation
          virtual void removeAllLinkedSkeletonAnimationSources(void);
          
          typedef vector<LinkedSkeletonAnimationSource>::type 
              LinkedSkeletonAnimSourceList;
          typedef ConstVectorIterator<LinkedSkeletonAnimSourceList> 
              LinkedSkeletonAnimSourceIterator;
          /// Get an iterator over the linked skeletons used as animation sources
          virtual LinkedSkeletonAnimSourceIterator 
              getLinkedSkeletonAnimationSourceIterator(void) const;
  
          /// Internal method for marking the manual bones as dirty
          virtual void _notifyManualBonesDirty(void);
          /// Internal method for notifying that a bone is manual
          virtual void _notifyManualBoneStateChange(OldBone* bone);
  
          /// Have manual bones been modified since the skeleton was last updated?
          virtual bool getManualBonesDirty(void) const { return mManualBonesDirty; }
          /// Are there any manually controlled bones?
          virtual bool hasManualBones(void) const { return !mManualBones.empty(); }
  
          /// Map to translate bone handle from one skeleton to another skeleton.
          typedef vector<ushort>::type BoneHandleMap;
  
          /** Merge animations from another Skeleton object into this skeleton.
          @remarks
              This function allow merge two structures compatible skeletons. The
              'compatible' here means identically bones will have same hierarchy,
              but skeletons are not necessary to have same number of bones (if
              number bones of source skeleton's more than this skeleton, they will
              copied as is, except that duplicate names are disallowed; and in the
              case of bones missing in source skeleton, nothing happen for those
              bones).
          @par
              There are also unnecessary to have same binding poses, this function
              will adjust keyframes of the source skeleton to match this skeleton
              automatically.
          @par
              It's useful for exporting skeleton animations separately. i.e. export
              mesh and 'master' skeleton at the same time, and then other animations
              will export separately (even if used completely difference binding
              pose), finally, merge separately exported animations into 'master'
              skeleton.
          @param
              source Pointer to source skeleton. It'll keep unmodified.
          @param
              boneHandleMap A map to translate identically bone's handle from source
              skeleton to this skeleton. If mapped bone handle doesn't exists in this
              skeleton, it'll created. You can populate bone handle map manually, or
              use predefined functions build bone handle map for you. (@see 
              _buildMapBoneByHandle, _buildMapBoneByName)
          @param
              animations A list name of animations to merge, if empty, all animations
              of source skeleton are used to merge. Note that the animation names
              must not presented in this skeleton, and will NOT pick up animations
              in linked skeletons (@see addLinkedSkeletonAnimationSource).
          */
          virtual void _mergeSkeletonAnimations(const Skeleton* source,
              const BoneHandleMap& boneHandleMap,
              const StringVector& animations = StringVector());
  
          /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.
          @remarks
              Identically bones are determine by handle.
          */
          virtual void _buildMapBoneByHandle(const Skeleton* source,
              BoneHandleMap& boneHandleMap) const;
  
          /** Build the bone handle map to use with Skeleton::_mergeSkeletonAnimations.
          @remarks
              Identically bones are determine by name.
          */
          virtual void _buildMapBoneByName(const Skeleton* source,
              BoneHandleMap& boneHandleMap) const;
  
      protected:
          SkeletonAnimationBlendMode mBlendState;
          /// Storage of bones, indexed by bone handle
          BoneList mBoneList;
          /// Lookup by bone name
          typedef map<String, OldBone*>::type BoneListByName;
          BoneListByName mBoneListByName;
  
  
          /// Pointer to root bones (can now have multiple roots)
          mutable BoneList mRootBones;
          /// OldBone automatic handles
          unsigned short mNextAutoHandle;
          typedef set<OldBone*>::type BoneSet;
          /// Manual bones
          BoneSet mManualBones;
          /// Manual bones dirty?
          bool mManualBonesDirty;
  
  
          /// Storage of animations, lookup by name
          typedef map<String, Animation*>::type AnimationList;
          AnimationList mAnimationsList;
  
          /// List of references to other skeletons to use animations from 
          mutable LinkedSkeletonAnimSourceList mLinkedSkeletonAnimSourceList;
  
          /** Internal method which parses the bones to derive the root bone. 
          @remarks
              Must be const because called in getRootBone but mRootBone is mutable
              since lazy-updated.
          */
          void deriveRootBone(void) const;
  
          /// Debugging method
          void _dumpContents(const String& filename);
  
          /** @copydoc Resource::loadImpl
          */
          void loadImpl(void);
  
          /** @copydoc Resource::unloadImpl
          */
          void unloadImpl(void);
          /// @copydoc Resource::calculateSize
          size_t calculateSize(void) const;
  
      };
  
      /// Link to another skeleton to share animations
      struct LinkedSkeletonAnimationSource
      {
          String skeletonName;
          SkeletonPtr pSkeleton;
          Real scale;
          LinkedSkeletonAnimationSource(const String& skelName, Real scl)
              : skeletonName(skelName), scale(scl) {}
              LinkedSkeletonAnimationSource(const String& skelName, Real scl, 
                  SkeletonPtr skelPtr)
                  : skeletonName(skelName), pSkeleton(skelPtr), scale(scl) {}
      };
      /** @} */
      /** @} */
  }
  }
  
  #include "OgreHeaderSuffix.h"
  
  #endif
  
  