Pyrogenesis  trunk
SkeletonAnimDef.h
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1 /* Copyright (C) 2021 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
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12  * GNU General Public License for more details.
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15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 /*
19  * Raw description of a skeleton animation
20  */
21 
22 #ifndef INCLUDED_SKELETONANIMDEF
23 #define INCLUDED_SKELETONANIMDEF
24 
25 #include "maths/Vector3D.h"
26 #include "maths/Quaternion.h"
27 #include "lib/file/vfs/vfs_path.h"
28 
29 #include <memory>
30 #include <vector>
31 
32 ////////////////////////////////////////////////////////////////////////////////////////
33 // CBoneState: structure describing state of a bone at some point
35 {
36 public:
37  // translation of bone relative to root
39  // rotation of bone relative to root
41 };
42 
43 
44 ////////////////////////////////////////////////////////////////////////////////////////
45 // CSkeletonAnimDef: raw description - eg bonestates - of an animation that plays upon
46 // a skeleton
48 {
49 public:
50  // current file version given to saved animations
51  enum { FILE_VERSION = 1 };
52  // supported file read version - files with a version less than this will be rejected
53  enum { FILE_READ_VERSION = 1 };
54 
55 
56 public:
57  // Key: description of a single key in a skeleton animation
58  typedef CBoneState Key;
59 
60 public:
61  // CSkeletonAnimDef constructor + destructor
64 
65  // return the number of keys in this animation
66  size_t GetNumKeys() const { return (size_t)m_NumKeys; }
67 
68  // accessors: get a key for given bone at given time
69  Key& GetKey(size_t frame, size_t bone) { return m_Keys[frame*m_NumKeys+bone]; }
70  const Key& GetKey(size_t frame, size_t bone) const { return m_Keys[frame*m_NumKeys+bone]; }
71 
72  // get duration of this anim, in ms
73  float GetDuration() const { return m_NumFrames*m_FrameTime; }
74 
75  // return length of each frame, in ms
76  float GetFrameTime() const { return m_FrameTime; }
77  // return number of frames in animation
78  size_t GetNumFrames() const { return (size_t)m_NumFrames; }
79 
80  // build matrices for all bones at the given time (in MS) in this animation
81  void BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const;
82 
83  // anim I/O functions
84  static std::unique_ptr<CSkeletonAnimDef> Load(const VfsPath& filename);
85  static void Save(const VfsPath& pathname, const CSkeletonAnimDef& anim);
86 
87 public:
88  // frame time - time between successive frames, in ms
89  float m_FrameTime;
90  // number of keys in each frame - should match number of bones in the skeleton
91  size_t m_NumKeys;
92  // number of frames in the animation
93  size_t m_NumFrames;
94  // animation data - m_NumKeys*m_NumFrames total keys
95  std::vector<Key> m_Keys;
96  // Unique identifier - used by CModelDef to cache bounds per-animDef.
97  // (hopefully we won't run into the u32 limit too soon).
99 };
100 
101 #endif
Key & GetKey(size_t frame, size_t bone)
Definition: SkeletonAnimDef.h:69
size_t GetNumKeys() const
Definition: SkeletonAnimDef.h:66
float GetDuration() const
Definition: SkeletonAnimDef.h:73
Definition: SkeletonAnimDef.h:34
CVector3D m_Translation
Definition: SkeletonAnimDef.h:38
Definition: Vector3D.h:30
size_t m_NumFrames
Definition: SkeletonAnimDef.h:93
const Key & GetKey(size_t frame, size_t bone) const
Definition: SkeletonAnimDef.h:70
Definition: Matrix3D.h:33
size_t m_NumKeys
Definition: SkeletonAnimDef.h:91
float m_FrameTime
Definition: SkeletonAnimDef.h:89
uint32_t u32
Definition: types.h:39
float GetFrameTime() const
Definition: SkeletonAnimDef.h:76
Definition: SkeletonAnimDef.h:47
Definition: path.h:79
static Status Load(const OsPath &pathname, void *buf, size_t size, const Parameters &p=Parameters(), const CompletedHook &completedHook=CompletedHook(), const IssueHook &issueHook=IssueHook())
Definition: io.h:347
size_t GetNumFrames() const
Definition: SkeletonAnimDef.h:78
CQuaternion m_Rotation
Definition: SkeletonAnimDef.h:40
CBoneState Key
Definition: SkeletonAnimDef.h:58
std::vector< Key > m_Keys
Definition: SkeletonAnimDef.h:95
Status Save(const CStrW &name, const CStrW &description, CSimulation2 &simulation, const Script::StructuredClone &guiMetadataClone)
Create new saved game archive with given name and simulation data.
Definition: SavedGame.cpp:56
u32 m_UID
Definition: SkeletonAnimDef.h:98
Definition: Quaternion.h:25