LCOV - code coverage report
Current view: top level - source/graphics - SkeletonAnimDef.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 6 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 6 0.0 %

          Line data    Source code
       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
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      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
      34           0 : class CBoneState
      35             : {
      36             : public:
      37             :     // translation of bone relative to root
      38             :     CVector3D m_Translation;
      39             :     // rotation of bone relative to root
      40             :     CQuaternion m_Rotation;
      41             : };
      42             : 
      43             : 
      44             : ////////////////////////////////////////////////////////////////////////////////////////
      45             : // CSkeletonAnimDef: raw description - eg bonestates - of an animation that plays upon
      46             : // a skeleton
      47             : class CSkeletonAnimDef
      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
      62             :     CSkeletonAnimDef();
      63             :     ~CSkeletonAnimDef();
      64             : 
      65             :     // return the number of keys in this animation
      66           0 :     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           0 :     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           0 :     float GetDuration() const { return m_NumFrames*m_FrameTime; }
      74             : 
      75             :     // return length of each frame, in ms
      76           0 :     float GetFrameTime() const { return m_FrameTime; }
      77             :     // return number of frames in animation
      78           0 :     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).
      98             :     u32 m_UID;
      99             : };
     100             : 
     101             : #endif

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