/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
/*
* Raw description of a skeleton animation
*/
#ifndef INCLUDED_SKELETONANIMDEF
#define INCLUDED_SKELETONANIMDEF
#include "maths/Vector3D.h"
#include "maths/Quaternion.h"
#include "lib/file/vfs/vfs_path.h"
#include
#include
////////////////////////////////////////////////////////////////////////////////////////
// CBoneState: structure describing state of a bone at some point
class CBoneState
{
public:
// translation of bone relative to root
CVector3D m_Translation;
// rotation of bone relative to root
CQuaternion m_Rotation;
};
////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimDef: raw description - eg bonestates - of an animation that plays upon
// a skeleton
class CSkeletonAnimDef
{
public:
// current file version given to saved animations
enum { FILE_VERSION = 1 };
// supported file read version - files with a version less than this will be rejected
enum { FILE_READ_VERSION = 1 };
public:
// Key: description of a single key in a skeleton animation
typedef CBoneState Key;
public:
// CSkeletonAnimDef constructor + destructor
CSkeletonAnimDef();
~CSkeletonAnimDef();
// return the number of keys in this animation
size_t GetNumKeys() const { return (size_t)m_NumKeys; }
// accessors: get a key for given bone at given time
Key& GetKey(size_t frame, size_t bone) { return m_Keys[frame*m_NumKeys+bone]; }
const Key& GetKey(size_t frame, size_t bone) const { return m_Keys[frame*m_NumKeys+bone]; }
// get duration of this anim, in ms
float GetDuration() const { return m_NumFrames*m_FrameTime; }
// return length of each frame, in ms
float GetFrameTime() const { return m_FrameTime; }
// return number of frames in animation
size_t GetNumFrames() const { return (size_t)m_NumFrames; }
// build matrices for all bones at the given time (in MS) in this animation
void BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const;
// anim I/O functions
static std::unique_ptr Load(const VfsPath& filename);
static void Save(const VfsPath& pathname, const CSkeletonAnimDef& anim);
public:
// frame time - time between successive frames, in ms
float m_FrameTime;
// number of keys in each frame - should match number of bones in the skeleton
size_t m_NumKeys;
// number of frames in the animation
size_t m_NumFrames;
// animation data - m_NumKeys*m_NumFrames total keys
std::vector m_Keys;
// Unique identifier - used by CModelDef to cache bounds per-animDef.
// (hopefully we won't run into the u32 limit too soon).
u32 m_UID;
};
#endif