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) 2000-2011 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
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Last modified Sat Jan 14 2012 18:40:44