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88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#ifndef GRIM_KEYFRAME_H
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#define GRIM_KEYFRAME_H
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#include "math/vector3d.h"
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#include "engines/grim/object.h"
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namespace Grim {
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class ModelNode;
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class TextSplitter;
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class KeyframeAnim : public Object {
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public:
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KeyframeAnim(const Common::String &filename, const char *data, int len);
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~KeyframeAnim();
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void loadBinary(const char *data, int len);
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void loadText(TextSplitter &ts);
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bool animate(ModelNode *nodes, int num, float time, float fade, bool tagged) const;
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int getMarker(float startTime, float stopTime) const;
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float getLength() const { return _numFrames / _fps; }
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const Common::String &getFilename() const { return _fname; }
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private:
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Common::String _fname;
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unsigned int _flags, _type;
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int _numFrames, _numJoints;
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float _fps;
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int _numMarkers;
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struct Marker {
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float frame;
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int val;
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};
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Marker *_markers;
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struct KeyframeEntry {
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void loadBinary(const char *&data);
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float _frame;
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int _flags;
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Math::Vector3d _pos, _dpos;
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Math::Angle _pitch, _yaw, _roll, _dpitch, _dyaw, _droll;
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};
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struct KeyframeNode {
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void loadBinary(const char *&data);
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void loadText(TextSplitter &ts);
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~KeyframeNode();
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bool animate(ModelNode &node, float frame, float fade, bool useDelta) const;
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char _meshName[32];
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int _numEntries;
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KeyframeEntry *_entries;
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};
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KeyframeNode **_nodes;
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};
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} // end of namespace Grim
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#endif
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