forked from 0ad/0ad
janwas
8a52113e60
please note: format strings must be %hs for char* arguments and %ls for wchar_t* This was SVN commit r7161.
96 lines
3.0 KiB
C++
96 lines
3.0 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Raw description of a skeleton animation
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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(size_t frame, size_t bone) { return m_Keys[frame*m_NumKeys+bone]; }
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const Key& GetKey(size_t frame, size_t 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 VfsPath& pathname, 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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size_t m_NumKeys;
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// number of frames in the animation
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size_t 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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