OgreSkeletonFileFormat.h

Go to the documentation of this file.
00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004     (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://www.ogre3d.org/
00006 
00007 Copyright (c) 2000-2006 Torus Knot Software Ltd
00008 Also see acknowledgements in Readme.html
00009 
00010 This program is free software; you can redistribute it and/or modify it under
00011 the terms of the GNU Lesser General Public License as published by the Free Software
00012 Foundation; either version 2 of the License, or (at your option) any later
00013 version.
00014 
00015 This program is distributed in the hope that it will be useful, but WITHOUT
00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
00018 
00019 You should have received a copy of the GNU Lesser General Public License along with
00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
00022 http://www.gnu.org/copyleft/lesser.txt.
00023 
00024 You may alternatively use this source under the terms of a specific version of
00025 the OGRE Unrestricted License provided you have obtained such a license from
00026 Torus Knot Software Ltd.
00027 -----------------------------------------------------------------------------
00028 */
00029 #ifndef __SkeletonFileFormat_H__
00030 #define __SkeletonFileFormat_H__
00031 
00032 #include "OgrePrerequisites.h"
00033 
00034 namespace Ogre {
00035 
00050     enum SkeletonChunkID {
00051         SKELETON_HEADER            = 0x1000,
00052             // char* version           : Version number check
00053         SKELETON_BONE              = 0x2000,
00054         // Repeating section defining each bone in the system. 
00055         // Bones are assigned indexes automatically based on their order of declaration
00056         // starting with 0.
00057 
00058             // char* name                       : name of the bone
00059             // unsigned short handle            : handle of the bone, should be contiguous & start at 0
00060             // Vector3 position                 : position of this bone relative to parent 
00061             // Quaternion orientation           : orientation of this bone relative to parent 
00062             // Vector3 scale                    : scale of this bone relative to parent 
00063 
00064         SKELETON_BONE_PARENT       = 0x3000,
00065         // Record of the parent of a single bone, used to build the node tree
00066         // Repeating section, listed in Bone Index order, one per Bone
00067 
00068             // unsigned short handle             : child bone
00069             // unsigned short parentHandle   : parent bone
00070 
00071         SKELETON_ANIMATION         = 0x4000,
00072         // A single animation for this skeleton
00073 
00074             // char* name                       : Name of the animation
00075             // float length                      : Length of the animation in seconds
00076 
00077             SKELETON_ANIMATION_TRACK = 0x4100,
00078             // A single animation track (relates to a single bone)
00079             // Repeating section (within SKELETON_ANIMATION)
00080                 
00081                 // unsigned short boneIndex     : Index of bone to apply to
00082 
00083                 SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
00084                 // A single keyframe within the track
00085                 // Repeating section
00086 
00087                     // float time                    : The time position (seconds)
00088                     // Quaternion rotate            : Rotation to apply at this keyframe
00089                     // Vector3 translate            : Translation to apply at this keyframe
00090                     // Vector3 scale                : Scale to apply at this keyframe
00091         SKELETON_ANIMATION_LINK         = 0x5000
00092         // Link to another skeleton, to re-use its animations
00093 
00094             // char* skeletonName                   : name of skeleton to get animations from
00095             // float scale                          : scale to apply to trans/scale keys
00096 
00097     };
00098 
00099 } // namespace
00100 
00101 
00102 #endif

Copyright © 2008 Torus Knot Software Ltd
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Sep 27 22:02:26 2009