scummvm/engines/grim/keyframe.h
2018-04-14 11:49:35 +02:00

100 lines
2.7 KiB
C++

/* 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 program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; 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 isNodeAnimated(ModelNode *nodes, int num, float time, bool tagged) const;
void 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(Common::SeekableReadStream *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();
void animate(ModelNode &node, float frame, float fade, bool useDelta) const;
char _meshName[32];
int _numEntries;
KeyframeEntry *_entries;
};
KeyframeNode **_nodes;
};
} // end of namespace Grim
#endif