/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 3 of the License, or * (at your option) any later version. * * This program 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 this program. If not, see . * */ #ifndef STARK_MODEL_SKELETON_ANIM_H #define STARK_MODEL_SKELETON_ANIM_H #include "math/quat.h" #include "math/vector3d.h" #include "common/array.h" namespace Stark { class ArchiveReadStream; /** * Data structure responsible for skeletal animation of an actor object. */ class SkeletonAnim { public: SkeletonAnim(); void createFromStream(ArchiveReadStream *stream); /** * Get the interpolated bone coordinate for a given bone at a given animation timestamp */ void getCoordForBone(uint32 time, int boneIdx, Math::Vector3d &pos, Math::Quaternion &rot) const; /** * Get total animation length (in ms) */ uint32 getLength() const { return _time; } /** The number of bones a skeleton must have to play this animation */ uint32 getBoneCount() const { return _boneAnims.size(); } private: struct AnimKey { uint32 _time; Math::Quaternion _rot; Math::Vector3d _pos; }; struct BoneAnim { Common::Array _keys; }; uint32 _id, _ver, _u1, _u2, _time; Common::Array _boneAnims; }; } // End of namespace Stark #endif // STARK_MODEL_SKELETON_ANIM_H