scummvm/engines/grim/keyframe.h
2011-09-18 16:24:08 +02:00

88 lines
2.3 KiB
C++

/* 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 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 Grim {
class ModelNode;
class TextSplitter;
class KeyframeAnim : public Object {
public:
KeyframeAnim(const Common::String &filename, const char *data, int len);
~KeyframeAnim();
void loadBinary(const char *data, int len);
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, _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(const char *&data);
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