janwas
a859562ea7
- properly differentiate between buffer/offset alignment and length alignment (relevant since block size has been increased to 256k) - use VfsPath for most game paths instead of CStr - clean up timer interface and implementation - self-tests no longer crash - file_cache.cpp: fix for the case where allocation fails (prevent deleter from seeing a null pointer) - allocators: move all shared_ptr-related stuff to its own component; add DummySharedPtr - codec: disable checksums (important for performance at work) - File: made into an interface class to avoid export problems. not entirely sure about this.. - vfs_path.h, path.h, os_path.h: proper fix for using fs::change_extension and similar utility functions with derivatives of basic_path - lib_api: automatically link against import lib if building lib/ as a DLL - path_util: remove unused functions (this component is deprecated) - compiler.h: add INLINE - Xeromyces.cpp: pass PIVFS so that GetXMBPath works in self-test (should do this mostly everywhere rather than have one singleton g_VFS) This was SVN commit r5537.
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/**
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* =========================================================================
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* File : SkeletonAnim.h
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* Project : 0 A.D.
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* Description : Raw description of a skeleton animation
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* =========================================================================
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*/
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#ifndef INCLUDED_SKELETONANIMDEF
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#define INCLUDED_SKELETONANIMDEF
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#include "maths/Vector3D.h"
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#include "maths/Quaternion.h"
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#include "lib/file/vfs/vfs_path.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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size_t GetNumKeys() const { return (size_t)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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size_t GetNumFrames() const { return (size_t)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, bool loop) const;
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// anim I/O functions
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static CSkeletonAnimDef* Load(const VfsPath& filename);
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static void Save(const char* filename, const CSkeletonAnimDef* anim);
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public:
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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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