Serious-Engine/Sources/Engine/Ska/Skeleton.h

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
#ifndef SE_INCL_SKELETON_H
#define SE_INCL_SKELETON_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Math/Quaternion.h>
#include <Engine/Base/CTString.h>
#include <Engine/Math/Vector.h>
#include <Engine/Math/Placement.h>
#include <Engine/Graphics/Texture.h>
#include <Engine/Templates/DynamicArray.h>
#include <Engine/Templates/StaticArray.h>
#include <Engine/Base/Serial.h>
struct QVect
{
FLOAT3D vPos;
FLOATquat3D qRot;
};
struct ENGINE_API SkeletonLOD
{
FLOAT slod_fMaxDistance; // distance in witch this lod is visible
CStaticArray<struct SkeletonBone> slod_aBones; // array of bones for this lod
CTString slod_fnSourceFile; // source filename of ascii skleton lod
};
struct ENGINE_API SkeletonBone
{
INDEX sb_iID; // ID of bone
INDEX sb_iParentID; // ID of parent bone
Matrix12 sb_mAbsPlacement; // default bone placement
QVect sb_qvRelPlacement; // default bone placement (same as mAbsPlacement)
FLOAT sb_fOffSetLen;
FLOAT sb_fBoneLength; // length of bone
};
class ENGINE_API CSkeleton : public CSerial
{
public:
CSkeleton();
~CSkeleton();
// Find bone in skeleton lod
INDEX FindBoneInLOD(INDEX iBoneID,INDEX iSkeletonLod);
// Sorts bones in skeleton so parent bones are allways before child bones in array
void SortSkeleton();
void SortSkeletonRecursive(INDEX iParentID, INDEX iSkeletonLod);
// Calculate absolute transformations for all bones in this lod
void CalculateAbsoluteTransformations(INDEX iSkeletonLod);
// Add skeleton lod to skeleton
void AddSkletonLod(SkeletonLOD &slod);
// Remove skleton lod form skeleton
void RemoveSkeletonLod(SkeletonLOD *pslodRemove);
void Read_t( CTStream *istrFile); // throw char *
void Write_t( CTStream *ostrFile); // throw char *
void Clear(void);
SLONG GetUsedMemory(void);
CStaticArray<struct SkeletonLOD> skl_aSkeletonLODs;
};
#endif /* include-once check. */