# 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) 2000-2005 The OGRE Team
    00008 Also see acknowledgements in Readme.html
    00009
    00010 This program is free software; you can redistribute it and/or modify it under
    00011 the terms of the GNU Lesser General Public License as published by the Free Software
    00012 Foundation; either version 2 of the License, or (at your option) any later
    00013 version.
    00014
    00015 This program is distributed in the hope that it will be useful, but WITHOUT
    00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
    00018
    00019 You should have received a copy of the GNU Lesser General Public License along with
    00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
    00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
    00022 http://www.gnu.org/copyleft/lesser.txt.
    00023 -----------------------------------------------------------------------------
    00024 */
    00025 #ifndef __SkeletonFileFormat_H__
    00026 #define __SkeletonFileFormat_H__
    00027
    00028 #include "OgrePrerequisites.h"
    00029
    00030 namespace Ogre {
    00031
    00046     enum SkeletonChunkID {
    00047         SKELETON_HEADER            = 0x1000,
    00048             // char* version           : Version number check
    00049         SKELETON_BONE              = 0x2000,
    00050         // Repeating section defining each bone in the system.
    00051         // Bones are assigned indexes automatically based on their order of declaration
    00052         // starting with 0.
    00053
    00054             // char* name                       : name of the bone
    00055             // unsigned short handle            : handle of the bone, should be contiguous & start at 0
    00056             // Vector3 position                 : position of this bone relative to parent
    00057             // Quaternion orientation           : orientation of this bone relative to parent
    00058
    00059         SKELETON_BONE_PARENT       = 0x3000,
    00060         // Record of the parent of a single bone, used to build the node tree
    00061         // Repeating section, listed in Bone Index order, one per Bone
    00062
    00063             // unsigned short handle             : child bone
    00064             // unsigned short parentHandle   : parent bone
    00065
    00066         SKELETON_ANIMATION         = 0x4000,
    00067         // A single animation for this skeleton
    00068
    00069             // char* name                       : Name of the animation
    00070             // float length                      : Length of the animation in seconds
    00071
    00072             SKELETON_ANIMATION_TRACK = 0x4100,
    00073             // A single animation track (relates to a single bone)
    00074             // Repeating section (within SKELETON_ANIMATION)
    00075
    00076                 // unsigned short boneIndex     : Index of bone to apply to
    00077
    00078                 SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
    00079                 // A single keyframe within the track
    00080                 // Repeating section
    00081
    00082                     // float time                    : The time position (seconds)
    00083                     // Quaternion rotate            : Rotation to apply at this keyframe
    00084                     // Vector3 translate            : Translation to apply at this keyframe
    00085                     // Vector3 scale                : Scale to apply at this keyframe
    00086         SKELETON_ANIMATION_LINK         = 0x5000
    00087         // Link to another skeleton, to re-use its animations
    00088
    00089             // char* skeletonName                   : name of skeleton to get animations from
    00090             // float scale                          : scale to apply to trans/scale keys
    00091
    00092     };
    00093
    00094 } // namespace
    00095
    00096
    00097 #endif

Copyright © 2000-2005 by The OGRE Team
Last modified Sun Nov 20 12:36:07 2005