1 | /*! |
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2 | * @file md3_animation.h |
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3 | * |
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4 | * Code heavely inspired by: JAVA MD3 Model Viewer - A Java based Quake 3 model viewer |
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5 | * Copyright (C) 1999 Erwin 'KLR8' Vervaet |
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6 | */ |
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7 | |
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8 | #ifndef _MD3_ANIMATION_H |
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9 | #define _MD3_ANIMATION_H |
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10 | |
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11 | #include <string> |
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12 | |
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13 | namespace md3 |
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14 | { |
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15 | |
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16 | typedef enum MD3AnimationType { |
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17 | LEGS = 0, //!< animation only applicatble to the legs. top level model loaded from lower.md3 |
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18 | TORSO, //!< animation only applicatboe to the torso. normaly loaded from upper.md3 |
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19 | BOTH, //!< animation is applicable on both |
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20 | ALL, //!< animation is applicable to all submodels |
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21 | |
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22 | NUM_ANIMATION_TYPE //!< number of animations |
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23 | }; |
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24 | |
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25 | |
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26 | typedef struct MD3AnimationMap { |
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27 | std::string animationName; |
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28 | MD3AnimationType animationType; |
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29 | }; |
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30 | |
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31 | |
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32 | |
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33 | |
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34 | /** |
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35 | * a class with metadata describing an MD3 model animation |
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36 | */ |
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37 | class MD3Animation |
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38 | { |
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39 | |
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40 | public: |
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41 | MD3Animation(); |
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42 | virtual ~MD3Animation(); |
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43 | |
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44 | void init(); |
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45 | |
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46 | std::string toString() { return std::string("Name: " + this->name); } |
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47 | |
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48 | |
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49 | public: |
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50 | MD3AnimationType type; //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS) |
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51 | std::string name; //!< name of the animation |
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52 | |
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53 | int offset; //!< for LEGS animation, this is the offset value to skip TORSO frames |
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54 | int first; //!< first frame |
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55 | int numFrames; //!< the number of frames in the anumation. < 0 means that all available frames used |
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56 | int numLoopFrames; //!< number of looping frames |
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57 | int fps; //!< frames per second |
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58 | |
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59 | static MD3AnimationMap animationList[25]; //!< the animation list |
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60 | }; |
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61 | |
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62 | } |
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63 | #endif /* _MD3_ANIMATION_H */ |
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