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- /*!
- * \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 <Vector.h>
- #include <MatMath.h>
-
-
- typedef struct bone_tag_s
- {
- int mesh;
- vec3_t off;
- vec3_t rot;
- char flag;
-
- } bone_tag_t;
-
-
- typedef struct bone_frame_s
- {
- Vector<bone_tag_t *> tag;
- vec3_t pos;
- float yaw;
-
- } bone_frame_t;
-
-
- typedef struct animation_frame_s
- {
- int id;
- char rate;
- Vector<bone_frame_t *> 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_frame_t *> 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
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