/* 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 GRIM_SKELETON_H #define GRIM_SKELETON_H #include "common/hashmap.h" #include "common/hash-str.h" #include "math/mathfwd.h" #include "math/quat.h" #include "engines/grim/object.h" #include "engines/grim/actor.h" namespace Common { class SeekableReadStream; } namespace Grim { class AnimationStateEmi; class AnimationEmi; struct Joint { Common::String _name; Common::String _parent; Math::Vector3d _trans; Math::Quaternion _quat; int _parentIndex; Math::Matrix4 _absMatrix; Math::Matrix4 _relMatrix; Math::Matrix4 _animMatrix; Math::Quaternion _animQuat; Math::Matrix4 _finalMatrix; Math::Quaternion _finalQuat; }; struct JointAnimation { Math::Vector3d _pos; Math::Quaternion _quat; float _transWeight; float _rotWeight; }; struct AnimationLayer { JointAnimation* _jointAnims; }; class Skeleton : public Object { void loadSkeleton(Common::SeekableReadStream *data); void initBone(int index); void initBones(); void resetAnim(); public: // Note: EMI uses priority 5 at most. static const int MAX_ANIMATION_LAYERS = 8; int _numJoints; Joint *_joints; typedef Common::HashMap JointMap; JointMap _jointsMap; Skeleton(const Common::String &filename, Common::SeekableReadStream *data); ~Skeleton(); void animate(); void commitAnim(); void addAnimation(AnimationStateEmi *anim); void removeAnimation(AnimationStateEmi *anim); int findJointIndex(const Common::String &name) const; bool hasJoint(const Common::String &name) const; Joint *getJointNamed(const Common::String &name) const; Joint *getParentJoint(const Joint *j) const; int getJointIndex(const Joint *j) const; AnimationLayer* getLayer(int priority) const; private: AnimationLayer *_animLayers; Common::List _activeAnims; }; } // end of namespace Grim #endif