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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_MODEL_SKELETON_ANIM_H
#define STARK_MODEL_SKELETON_ANIM_H
#include "math/quat.h"
#include "math/vector3d.h"
#include "common/array.h"
namespace Stark {
class ArchiveReadStream;
/**
* Data structure responsible for skeletal animation of an actor object.
*/
class SkeletonAnim {
public:
SkeletonAnim();
void createFromStream(ArchiveReadStream *stream);
/**
* Get the interpolated bone coordinate for a given bone at a given animation timestamp
*/
void getCoordForBone(uint32 time, int boneIdx, Math::Vector3d &pos, Math::Quaternion &rot) const;
/**
* Get total animation length (in ms)
*/
uint32 getLength() const { return _time; }
/** The number of bones a skeleton must have to play this animation */
uint32 getBoneCount() const { return _boneAnims.size(); }
private:
struct AnimKey {
uint32 _time;
Math::Quaternion _rot;
Math::Vector3d _pos;
};
struct BoneAnim {
Common::Array<AnimKey> _keys;
};
uint32 _id, _ver, _u1, _u2, _time;
Common::Array<BoneAnim> _boneAnims;
};
} // End of namespace Stark
#endif // STARK_MODEL_SKELETON_ANIM_H
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