This repository has been archived by the owner on Feb 27, 2022. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 5
/
skeleton.h
90 lines (71 loc) · 2.14 KB
/
skeleton.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
/* Residual - A 3D game interpreter
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#ifndef STARK_SKELETON_H
#define STARK_SKELETON_H
#include "common/array.h"
#include "common/str.h"
#include "engines/stark/gfx/coordinate.h"
namespace Common {
class ReadStream;
}
namespace Stark {
class SkeletonAnim;
class BoneNode {
public:
BoneNode() : _parent(-1) { }
~BoneNode() { }
Common::String _name;
float _u1;
Common::Array<uint32> _children;
int _parent;
int _idx;
Coordinate _animPos;
};
/**
* Skeleton manager to load and store skeletal information about an actor
*/
class Skeleton {
public:
Skeleton();
~Skeleton();
/**
* Increment the skeleton timestamp, and apply bone animations if required
*/
bool animate(uint32 delta = 0);
/**
* Start reading animation data from the specified stream
*/
bool setAnim(Common::ReadStream *stream);
/**
* Create skeleton object from the specified stream
*/
bool readFromStream(Common::ReadStream *stream);
const Common::Array<BoneNode *> &getBones() const { return _bones; }
private:
void setNode(uint32 time, BoneNode *bone, const Coordinate &parentCoord);
Common::Array<BoneNode *> _bones;
SkeletonAnim *_anim;
uint32 _lastTime, _maxTime;
};
} // End of namespace Stark
#endif // STARK_SKELETON_H