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skeleton.h
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skeleton.h
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/* 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