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forked from 0ad/0ad
0ad/source/graphics/SkeletonAnimDef.h
janwas a859562ea7 improvements and fixes:
- 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.
2008-01-07 20:03:19 +00:00

83 lines
2.5 KiB
C++

/**
* =========================================================================
* File : SkeletonAnim.h
* Project : 0 A.D.
* Description : Raw description of a skeleton animation
* =========================================================================
*/
#ifndef INCLUDED_SKELETONANIMDEF
#define INCLUDED_SKELETONANIMDEF
#include "maths/Vector3D.h"
#include "maths/Quaternion.h"
#include "lib/file/vfs/vfs_path.h"
////////////////////////////////////////////////////////////////////////////////////////
// CBoneState: structure describing state of a bone at some point
class CBoneState
{
public:
// translation of bone relative to root
CVector3D m_Translation;
// rotation of bone relative to root
CQuaternion m_Rotation;
};
////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimDef: raw description - eg bonestates - of an animation that plays upon
// a skeleton
class CSkeletonAnimDef
{
public:
// current file version given to saved animations
enum { FILE_VERSION = 1 };
// supported file read version - files with a version less than this will be rejected
enum { FILE_READ_VERSION = 1 };
public:
// Key: description of a single key in a skeleton animation
typedef CBoneState Key;
public:
// CSkeletonAnimDef constructor + destructor
CSkeletonAnimDef();
~CSkeletonAnimDef();
// return the number of keys in this animation
size_t GetNumKeys() const { return (size_t)m_NumKeys; }
// accessors: get a key for given bone at given time
Key& GetKey(u32 frame, u32 bone) { return m_Keys[frame*m_NumKeys+bone]; }
const Key& GetKey(u32 frame, u32 bone) const { return m_Keys[frame*m_NumKeys+bone]; }
// get duration of this anim, in ms
float GetDuration() const { return m_NumFrames*m_FrameTime; }
// return length of each frame, in ms
float GetFrameTime() const { return m_FrameTime; }
// return number of frames in animation
size_t GetNumFrames() const { return (size_t)m_NumFrames; }
// build matrices for all bones at the given time (in MS) in this animation
void BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const;
// anim I/O functions
static CSkeletonAnimDef* Load(const VfsPath& filename);
static void Save(const char* filename, const CSkeletonAnimDef* anim);
public:
// frame time - time between successive frames, in ms
float m_FrameTime;
// number of keys in each frame - should match number of bones in the skeleton
u32 m_NumKeys;
// number of frames in the animation
u32 m_NumFrames;
// animation data - m_NumKeys*m_NumFrames total keys
Key* m_Keys;
};
#endif