forked from 0ad/0ad
84 lines
2.5 KiB
C
84 lines
2.5 KiB
C
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///////////////////////////////////////////////////////////////////////////////
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//
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// Name: SkeletonAnimDef.h
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _SKELETONANIMDEF_H
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#define _SKELETONANIMDEF_H
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#include "Vector3D.h"
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#include "Quaternion.h"
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////////////////////////////////////////////////////////////////////////////////////////
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// CBoneState: structure describing state of a bone at some point
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class CBoneState
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{
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public:
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// translation of bone relative to root
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CVector3D m_Translation;
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// rotation of bone relative to root
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CQuaternion m_Rotation;
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};
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////////////////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimDef: raw description - eg bonestates - of an animation that plays upon
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// a skeleton
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class CSkeletonAnimDef
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{
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public:
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// current file version given to saved animations
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enum { FILE_VERSION = 1 };
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// supported file read version - files with a version less than this will be rejected
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enum { FILE_READ_VERSION = 1 };
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public:
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// Key: description of a single key in a skeleton animation
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typedef CBoneState Key;
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public:
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// CSkeletonAnimDef constructor + destructor
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CSkeletonAnimDef();
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~CSkeletonAnimDef();
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// return the number of keys in this animation
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u32 GetNumKeys() const { return m_NumKeys; }
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// accessors: get a key for given bone at given time
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Key& GetKey(u32 frame,u32 bone) { return m_Keys[frame*m_NumKeys+bone]; }
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const Key& GetKey(u32 frame,u32 bone) const { return m_Keys[frame*m_NumKeys+bone]; }
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// get duration of this anim, in ms
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float GetDuration() const { return m_NumFrames*m_FrameTime; }
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// return length of each frame, in ms
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float GetFrameTime() const { return m_FrameTime; }
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// return number of frames in animation
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u32 GetNumFrames() const { return m_NumFrames; }
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// build matrices for all bones at the given time (in MS) in this animation
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void BuildBoneMatrices(float time,CMatrix3D* matrices) const;
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// anim I/O functions
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static CSkeletonAnimDef* Load(const char* filename);
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static void Save(const char* filename,const CSkeletonAnimDef* anim);
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public:
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// name of the animation
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char m_Name[128];
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// frame time - time between successive frames, in ms
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float m_FrameTime;
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// number of keys in each frame - should match number of bones in the skeleton
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u32 m_NumKeys;
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// number of frames in the animation
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u32 m_NumFrames;
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// animation data - m_NumKeys*m_NumFrames total keys
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Key* m_Keys;
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};
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#endif
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