1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __SkeletonFileFormat_H__ |
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30 | #define __SkeletonFileFormat_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | |
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34 | namespace Ogre { |
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35 | |
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36 | /** Definition of the OGRE .skeleton file format |
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37 | |
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38 | .skeleton files are binary files (for read efficiency at runtime) and are arranged into chunks |
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39 | of data, very like 3D Studio's format. |
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40 | A chunk always consists of: |
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41 | unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk |
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42 | unsigned long LENGTH : length of the chunk in bytes, including this header |
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43 | void* DATA : the data, which may contain other sub-chunks (various data types) |
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44 | |
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45 | A .skeleton file contains both the definition of the Skeleton object and the animations it contains. It |
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46 | contains only a single skeleton but can contain multiple animations. |
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47 | |
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48 | |
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49 | */ |
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50 | enum SkeletonChunkID { |
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51 | SKELETON_HEADER = 0x1000, |
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52 | // char* version : Version number check |
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53 | SKELETON_BONE = 0x2000, |
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54 | // Repeating section defining each bone in the system. |
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55 | // Bones are assigned indexes automatically based on their order of declaration |
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56 | // starting with 0. |
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57 | |
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58 | // char* name : name of the bone |
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59 | // unsigned short handle : handle of the bone, should be contiguous & start at 0 |
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60 | // Vector3 position : position of this bone relative to parent |
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61 | // Quaternion orientation : orientation of this bone relative to parent |
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62 | // Vector3 scale : scale of this bone relative to parent |
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63 | |
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64 | SKELETON_BONE_PARENT = 0x3000, |
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65 | // Record of the parent of a single bone, used to build the node tree |
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66 | // Repeating section, listed in Bone Index order, one per Bone |
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67 | |
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68 | // unsigned short handle : child bone |
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69 | // unsigned short parentHandle : parent bone |
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70 | |
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71 | SKELETON_ANIMATION = 0x4000, |
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72 | // A single animation for this skeleton |
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73 | |
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74 | // char* name : Name of the animation |
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75 | // float length : Length of the animation in seconds |
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76 | |
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77 | SKELETON_ANIMATION_TRACK = 0x4100, |
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78 | // A single animation track (relates to a single bone) |
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79 | // Repeating section (within SKELETON_ANIMATION) |
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80 | |
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81 | // unsigned short boneIndex : Index of bone to apply to |
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82 | |
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83 | SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110, |
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84 | // A single keyframe within the track |
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85 | // Repeating section |
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86 | |
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87 | // float time : The time position (seconds) |
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88 | // Quaternion rotate : Rotation to apply at this keyframe |
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89 | // Vector3 translate : Translation to apply at this keyframe |
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90 | // Vector3 scale : Scale to apply at this keyframe |
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91 | SKELETON_ANIMATION_LINK = 0x5000 |
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92 | // Link to another skeleton, to re-use its animations |
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93 | |
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94 | // char* skeletonName : name of skeleton to get animations from |
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95 | // float scale : scale to apply to trans/scale keys |
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96 | |
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97 | }; |
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98 | |
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99 | } // namespace |
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100 | |
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101 | |
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102 | #endif |
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