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scummvm/engine/keyframe.h
T

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#ifndef KEYFRAME_H
#define KEYFRAME_H
#include "common/vector3d.h"
#include "engine/resource.h"
#include "engine/model.h"
class TextSplitter;
class KeyframeAnim : public Resource {
public:
KeyframeAnim(const char *filename, const char *data, int len);
~KeyframeAnim();
void loadBinary(const char *data, int len);
void loadText(TextSplitter &ts);
void animate(Model::HierNode *nodes, float time, int priority1 = 1, int priority2 = 5) const;
float length() const { return _numFrames / _fps; }
private:
int _flags, _type, _numFrames, _numJoints;
float _fps;
int _numMarkers;
struct Marker {
float frame;
int val;
};
Marker *_markers;
struct KeyframeEntry {
void loadBinary(const char *&data);
float _frame;
int _flags;
Vector3d _pos, _dpos;
float _pitch, _yaw, _roll, _dpitch, _dyaw, _droll;
};
struct KeyframeNode {
void loadBinary(const char *&data);
void loadText(TextSplitter &ts);
~KeyframeNode();
void animate(Model::HierNode &node, float frame, int priority) const;
char _meshName[32];
int _numEntries;
KeyframeEntry *_entries;
};
KeyframeNode **_nodes;
};
#endif