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) 2000-2005 The OGRE Team
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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 | */
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25 | #ifndef __SkeletonFileFormat_H__
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26 | #define __SkeletonFileFormat_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 |
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30 | namespace Ogre {
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31 |
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32 | /** Definition of the OGRE .skeleton file format
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33 |
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34 | .skeleton files are binary files (for read efficiency at runtime) and are arranged into chunks
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35 | of data, very like 3D Studio's format.
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36 | A chunk always consists of:
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37 | unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk
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38 | unsigned long LENGTH : length of the chunk in bytes, including this header
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39 | void* DATA : the data, which may contain other sub-chunks (various data types)
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40 |
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41 | A .skeleton file contains both the definition of the Skeleton object and the animations it contains. It
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42 | contains only a single skeleton but can contain multiple animations.
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43 |
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44 |
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45 | */
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46 | enum SkeletonChunkID {
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47 | SKELETON_HEADER = 0x1000,
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48 | // char* version : Version number check
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49 | SKELETON_BONE = 0x2000,
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50 | // Repeating section defining each bone in the system.
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51 | // Bones are assigned indexes automatically based on their order of declaration
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52 | // starting with 0.
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53 |
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54 | // char* name : name of the bone
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55 | // unsigned short handle : handle of the bone, should be contiguous & start at 0
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56 | // Vector3 position : position of this bone relative to parent
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57 | // Quaternion orientation : orientation of this bone relative to parent
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58 |
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59 | SKELETON_BONE_PARENT = 0x3000,
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60 | // Record of the parent of a single bone, used to build the node tree
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61 | // Repeating section, listed in Bone Index order, one per Bone
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62 |
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63 | // unsigned short handle : child bone
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64 | // unsigned short parentHandle : parent bone
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65 |
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66 | SKELETON_ANIMATION = 0x4000,
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67 | // A single animation for this skeleton
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68 |
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69 | // char* name : Name of the animation
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70 | // float length : Length of the animation in seconds
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71 |
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72 | SKELETON_ANIMATION_TRACK = 0x4100,
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73 | // A single animation track (relates to a single bone)
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74 | // Repeating section (within SKELETON_ANIMATION)
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75 |
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76 | // unsigned short boneIndex : Index of bone to apply to
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77 |
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78 | SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
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79 | // A single keyframe within the track
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80 | // Repeating section
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81 |
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82 | // float time : The time position (seconds)
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83 | // Quaternion rotate : Rotation to apply at this keyframe
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84 | // Vector3 translate : Translation to apply at this keyframe
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85 | // Vector3 scale : Scale to apply at this keyframe
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86 | SKELETON_ANIMATION_LINK = 0x5000
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87 | // Link to another skeleton, to re-use its animations
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88 |
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89 | // char* skeletonName : name of skeleton to get animations from
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90 | // float scale : scale to apply to trans/scale keys
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91 |
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92 | };
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93 |
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94 | } // namespace
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95 |
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96 |
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97 | #endif
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