mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
89 lines
2.2 KiB
C++
89 lines
2.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_SKELETON_H
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#define SE_INCL_SKELETON_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Quaternion.h>
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#include <Engine/Base/CTString.h>
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Placement.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Templates/DynamicArray.h>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Base/Serial.h>
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struct QVect
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{
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FLOAT3D vPos;
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FLOATquat3D qRot;
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};
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static inline CTStream &operator>>(CTStream &strm, QVect &qv)
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{
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strm>>qv.vPos;
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strm>>qv.qRot;
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return(strm);
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}
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static inline CTStream &operator<<(CTStream &strm, const QVect &qv)
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{
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strm<<qv.vPos;
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strm<<qv.qRot;
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return(strm);
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}
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struct ENGINE_API SkeletonLOD
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{
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FLOAT slod_fMaxDistance; // distance in witch this lod is visible
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CStaticArray<struct SkeletonBone> slod_aBones; // array of bones for this lod
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CTString slod_fnSourceFile; // source filename of ascii skleton lod
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};
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struct ENGINE_API SkeletonBone
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{
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INDEX sb_iID; // ID of bone
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INDEX sb_iParentID; // ID of parent bone
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Matrix12 sb_mAbsPlacement; // default bone placement
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QVect sb_qvRelPlacement; // default bone placement (same as mAbsPlacement)
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FLOAT sb_fOffSetLen;
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FLOAT sb_fBoneLength; // length of bone
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};
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class ENGINE_API CSkeleton : public CSerial
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{
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public:
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CSkeleton();
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~CSkeleton();
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// Find bone in skeleton lod
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INDEX FindBoneInLOD(INDEX iBoneID,INDEX iSkeletonLod);
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// Sorts bones in skeleton so parent bones are allways before child bones in array
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void SortSkeleton();
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void SortSkeletonRecursive(INDEX iParentID, INDEX iSkeletonLod);
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// Calculate absolute transformations for all bones in this lod
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void CalculateAbsoluteTransformations(INDEX iSkeletonLod);
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// Add skeleton lod to skeleton
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void AddSkletonLod(SkeletonLOD &slod);
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// Remove skleton lod form skeleton
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void RemoveSkeletonLod(SkeletonLOD *pslodRemove);
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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void Clear(void);
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SLONG GetUsedMemory(void);
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CStaticArray<struct SkeletonLOD> skl_aSkeletonLODs;
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};
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#endif /* include-once check. */
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