# 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) 2000-2006 Torus Knot Software Ltd
    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 You may alternatively use this source under the terms of a specific version of
    00025 the OGRE Unrestricted License provided you have obtained such a license from
    00026 Torus Knot Software Ltd.
    00027 -----------------------------------------------------------------------------
    00028 */
    00029 #ifndef __SkeletonFileFormat_H__
    00030 #define __SkeletonFileFormat_H__
    00031
    00032 #include "OgrePrerequisites.h"
    00033
    00034 namespace Ogre {
    00035
    00050     enum SkeletonChunkID {
    00051         SKELETON_HEADER            = 0x1000,
    00052             // char* version           : Version number check
    00053         SKELETON_BONE              = 0x2000,
    00054         // Repeating section defining each bone in the system.
    00055         // Bones are assigned indexes automatically based on their order of declaration
    00056         // starting with 0.
    00057
    00058             // char* name                       : name of the bone
    00059             // unsigned short handle            : handle of the bone, should be contiguous & start at 0
    00060             // Vector3 position                 : position of this bone relative to parent
    00061             // Quaternion orientation           : orientation of this bone relative to parent
    00062             // Vector3 scale                    : scale of this bone relative to parent
    00063
    00064         SKELETON_BONE_PARENT       = 0x3000,
    00065         // Record of the parent of a single bone, used to build the node tree
    00066         // Repeating section, listed in Bone Index order, one per Bone
    00067
    00068             // unsigned short handle             : child bone
    00069             // unsigned short parentHandle   : parent bone
    00070
    00071         SKELETON_ANIMATION         = 0x4000,
    00072         // A single animation for this skeleton
    00073
    00074             // char* name                       : Name of the animation
    00075             // float length                      : Length of the animation in seconds
    00076
    00077             SKELETON_ANIMATION_TRACK = 0x4100,
    00078             // A single animation track (relates to a single bone)
    00079             // Repeating section (within SKELETON_ANIMATION)
    00080
    00081                 // unsigned short boneIndex     : Index of bone to apply to
    00082
    00083                 SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
    00084                 // A single keyframe within the track
    00085                 // Repeating section
    00086
    00087                     // float time                    : The time position (seconds)
    00088                     // Quaternion rotate            : Rotation to apply at this keyframe
    00089                     // Vector3 translate            : Translation to apply at this keyframe
    00090                     // Vector3 scale                : Scale to apply at this keyframe
    00091         SKELETON_ANIMATION_LINK         = 0x5000
    00092         // Link to another skeleton, to re-use its animations
    00093
    00094             // char* skeletonName                   : name of skeleton to get animations from
    00095             // float scale                          : scale to apply to trans/scale keys
    00096
    00097     };
    00098
    00099 } // namespace
    00100
    00101
    00102 #endif

Copyright © 2008 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sat Apr 11 13:46:43 2009