/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * 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 * */ #ifndef GRIM_KEYFRAME_H #define GRIM_KEYFRAME_H #include "math/vector3d.h" #include "engines/grim/object.h" namespace Common { class SeekableReadStream; } namespace Grim { class ModelNode; class TextSplitter; class KeyframeAnim : public Object { public: KeyframeAnim(const Common::String &filename, Common::SeekableReadStream *data); ~KeyframeAnim(); void loadBinary(Common::SeekableReadStream *data); void loadText(TextSplitter &ts); bool animate(ModelNode *nodes, int num, float time, float fade, bool tagged) const; int getMarker(float startTime, float stopTime) const; float getLength() const { return _numFrames / _fps; } const Common::String &getFilename() const { return _fname; } private: Common::String _fname; unsigned int _flags; /** * A bitfield ID which specifies which joints of the skeleton hierarchy this * KeyFrameAnim can animate on. This is ANDed against the _type of the ModelNode * to test whether this KeyFrameAnim can animate that ModelNode, or if it is to * be ignored. */ unsigned int _type; int _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; Math::Vector3d _pos, _dpos; Math::Angle _pitch, _yaw, _roll, _dpitch, _dyaw, _droll; }; struct KeyframeNode { void loadBinary(Common::SeekableReadStream *data, char *meshName); void loadText(TextSplitter &ts); ~KeyframeNode(); bool animate(ModelNode &node, float frame, float fade, bool useDelta) const; char _meshName[32]; int _numEntries; KeyframeEntry *_entries; }; KeyframeNode **_nodes; }; } // end of namespace Grim #endif