// Residual - Virtual machine to run LucasArts' 3D adventure games // Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org) // // 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA #ifndef KEYFRAME_H #define KEYFRAME_H #include "vector3d.h" #include "resource.h" #include "model.h" class TextSplitter; class KeyframeAnim : public Resource { public: KeyframeAnim(const char *filename, const char *data, int len); ~KeyframeAnim(); void loadBinary(const char *data, int len); void loadText(TextSplitter &ts); void animate(Model::HierNode *nodes, float time, int priority1 = 1, int priority2 = 5) const; float length() const { return numFrames_ / fps_; } private: int flags_, type_, numFrames_, numJoints_; float fps_; int numMarkers_; struct Marker { float frame_; int val_; }; Marker *markers_; struct KeyframeEntry { void loadBinary(const char *&data); float frame_; int flags_; Vector3d pos_, dpos_; float pitch_, yaw_, roll_, dpitch_, dyaw_, droll_; }; struct KeyframeNode { void loadBinary(const char *&data); void loadText(TextSplitter &ts); ~KeyframeNode(); void animate(Model::HierNode &node, float frame, int priority) const; char meshName_[32]; int numEntries_; KeyframeEntry *entries_; }; KeyframeNode **nodes_; }; #endif