/*! * \file include/SkeletalModel.h * \brief This is the factored out skeletal model class * * Defining UNIT_TEST_SKELETALMODEL builds SkeletalModel class as a console unit test * * \author Mongoose * * \todo Start cutting off old hacks by simple force use of method interface. * Also move the publicly exposed attributes out =) * Better animation system in general - this is memory wasteful */ #ifndef _SKELETALMODEL_H_ #define _SKELETALMODEL_H_ #include #include typedef struct bone_tag_s { int mesh; vec3_t off; vec3_t rot; char flag; } bone_tag_t; typedef struct bone_frame_s { Vector tag; vec3_t pos; float yaw; } bone_frame_t; typedef struct animation_frame_s { int id; char rate; Vector frame; } animation_frame_t; typedef struct skeletal_model_s { int id; bool tr4Overlay; bool pigtails; int ponytailId; vec3_t ponytail; int ponytailMeshId; unsigned int ponytailNumMeshes; float ponytailAngle; float ponyOff; float ponyOff2; Vector animation; } skeletal_model_t; class SkeletalModel { public: //////////////////////////////////////////////////////////// // Constructors //////////////////////////////////////////////////////////// SkeletalModel(); /*------------------------------------------------------ * Pre : * Post : Constructs an object of SkeletalModel * *-- History ------------------------------------------ * * 2003.05.19: * Mongoose - Created ------------------------------------------------------*/ ~SkeletalModel(); /*------------------------------------------------------ * Pre : SkeletalModel object is allocated * Post : Deconstructs an object of SkeletalModel * *-- History ------------------------------------------ * * 2003.05.19: * Mongoose - Created ------------------------------------------------------*/ //////////////////////////////////////////////////////////// // Public Accessors //////////////////////////////////////////////////////////// int getAnimation(); int getFrame() ; int getIdleAnimation(); //////////////////////////////////////////////////////////// // Public Mutators //////////////////////////////////////////////////////////// void setModel(skeletal_model_t *mdl); void setAnimation(int index); void setFrame(int index); void setIdleAnimation(int index); enum SkeletalModelFlag { fReserved = 1 }; unsigned int flags; skeletal_model_t *model; /* World render model */ float time; /* Interpolation use */ float lastTime; float rate; // temp cache this here for old animation system use private: //////////////////////////////////////////////////////////// // Private Accessors //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// // Private Mutators //////////////////////////////////////////////////////////// int mBoneFrame; /* Bone frame */ int mAnimationFrame; /* Animation frame */ int mIdleAnimation; /* Idle animation */ }; #endif