OgreSkeletonFileFormat.h

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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) 2000-2009 Torus Knot Software Ltd
00008 
00009 Permission is hereby granted, free of charge, to any person obtaining a copy
00010 of this software and associated documentation files (the "Software"), to deal
00011 in the Software without restriction, including without limitation the rights
00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
00013 copies of the Software, and to permit persons to whom the Software is
00014 furnished to do so, subject to the following conditions:
00015 
00016 The above copyright notice and this permission notice shall be included in
00017 all copies or substantial portions of the Software.
00018 
00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
00025 THE SOFTWARE.
00026 -----------------------------------------------------------------------------
00027 */
00028 #ifndef __SkeletonFileFormat_H__
00029 #define __SkeletonFileFormat_H__
00030 
00031 #include "OgrePrerequisites.h"
00032 
00033 namespace Ogre {
00034 
00055     enum SkeletonChunkID {
00056         SKELETON_HEADER            = 0x1000,
00057             // char* version           : Version number check
00058         SKELETON_BONE              = 0x2000,
00059         // Repeating section defining each bone in the system. 
00060         // Bones are assigned indexes automatically based on their order of declaration
00061         // starting with 0.
00062 
00063             // char* name                       : name of the bone
00064             // unsigned short handle            : handle of the bone, should be contiguous & start at 0
00065             // Vector3 position                 : position of this bone relative to parent 
00066             // Quaternion orientation           : orientation of this bone relative to parent 
00067             // Vector3 scale                    : scale of this bone relative to parent 
00068 
00069         SKELETON_BONE_PARENT       = 0x3000,
00070         // Record of the parent of a single bone, used to build the node tree
00071         // Repeating section, listed in Bone Index order, one per Bone
00072 
00073             // unsigned short handle             : child bone
00074             // unsigned short parentHandle   : parent bone
00075 
00076         SKELETON_ANIMATION         = 0x4000,
00077         // A single animation for this skeleton
00078 
00079             // char* name                       : Name of the animation
00080             // float length                      : Length of the animation in seconds
00081 
00082             SKELETON_ANIMATION_TRACK = 0x4100,
00083             // A single animation track (relates to a single bone)
00084             // Repeating section (within SKELETON_ANIMATION)
00085                 
00086                 // unsigned short boneIndex     : Index of bone to apply to
00087 
00088                 SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
00089                 // A single keyframe within the track
00090                 // Repeating section
00091 
00092                     // float time                    : The time position (seconds)
00093                     // Quaternion rotate            : Rotation to apply at this keyframe
00094                     // Vector3 translate            : Translation to apply at this keyframe
00095                     // Vector3 scale                : Scale to apply at this keyframe
00096         SKELETON_ANIMATION_LINK         = 0x5000
00097         // Link to another skeleton, to re-use its animations
00098 
00099             // char* skeletonName                   : name of skeleton to get animations from
00100             // float scale                          : scale to apply to trans/scale keys
00101 
00102     };
00106 } // namespace
00107 
00108 
00109 #endif

Copyright © 2008 Torus Knot Software Ltd
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This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Wed Nov 3 2010 19:24:52