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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