# OgreSkeletonFileFormat.h

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    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) 2000-2009 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

Copyright © 2008 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Sun May 8 2011 20:28:09