0ad/source/graphics/SkeletonAnimDef.h
janwas a69ac0dee9 - fix w4 warnings
- add convenience macros for config_db(CFG_GET_SYS_VAL)
- VFSUtil::EnumDirEnts now uses flags instead of bool recursive
- UNUSED() for params, UNUSED2 (<- need better name) for variables
- config.h defines must be tested with #if (always defined) -> allows
detecting misspellings thanks to compiler warnings
- replace debug_assert(0) with debug_warn (its sole purpose)
- replace ScriptingHost::ValueToInt et al with ToPrimitive
- use nommgr.h to disable both mmgr and VC debug heap

This was SVN commit r2585.
2005-08-09 15:55:44 +00:00

85 lines
2.6 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnimDef.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _SKELETONANIMDEF_H
#define _SKELETONANIMDEF_H
#include "CStr.h"
#include "Vector3D.h"
#include "Quaternion.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) const;
// anim I/O functions
static CSkeletonAnimDef* Load(const char* filename);
static void Save(const char* filename, const CSkeletonAnimDef* anim);
public:
// name of the animation
CStr m_Name; // TODO: this doesn't seem to be used, so it's just a waste of memory...
// 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