//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_Boneh_INCLUDE__) #define __INCLUDE_Boneh_INCLUDE__ #include #include #include typedef float BoneMatrixType[3][4]; class BoneType { public: BoneType(); BoneMatrixType relative_; BoneMatrixType absolute_; BoneMatrixType relativeFinal_; BoneMatrixType final_; int parent_; }; class BonePositionKey { public: BonePositionKey(float time, Vector &pos); float time; Vector position; }; class BoneRotationKey { public: BoneRotationKey(float time, Vector &rot); float time; Vector rotation; }; class Bone { public: Bone(const char *name); virtual ~Bone(); const char *getName() { return name_.c_str(); } const char *getParentName() { return parentName_.c_str(); } Vector &getPosition() { return position_; } Vector &getRotation() { return rotation_; } std::vector &getPositionKeys() { return positionKeys_; } std::vector &getRotationKeys() { return rotationKeys_; } Vector &getPositionAtTime(float currentTime); void getRotationAtTime(float currentTime, BoneMatrixType &m); void addPositionKey(BonePositionKey *key) { positionKeys_.push_back(key); } void addRotationKey(BoneRotationKey *key) { rotationKeys_.push_back(key); } void setParentName(const char *parentName) { parentName_ = parentName; } void setPosition(Vector &pos) { position_ = pos; } void setRotation(Vector &rot) { rotation_ = rot; } protected: std::string name_; std::string parentName_; Vector position_, rotation_; std::vector positionKeys_; std::vector rotationKeys_; }; #endif // __INCLUDE_Boneh_INCLUDE__