OGRE  1.8
Object-Oriented Graphics Rendering Engine
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
OgreSkeletonFileFormat.h
Go to the documentation of this file.
1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2013 Torus Knot Software Ltd
8 
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13 copies of the Software, and to permit persons to whom the Software is
14 furnished to do so, subject to the following conditions:
15 
16 The above copyright notice and this permission notice shall be included in
17 all copies or substantial portions of the Software.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25 THE SOFTWARE.
26 -----------------------------------------------------------------------------
27 */
28 #ifndef __SkeletonFileFormat_H__
29 #define __SkeletonFileFormat_H__
30 
31 #include "OgrePrerequisites.h"
32 
33 namespace Ogre {
34 
56  SKELETON_HEADER = 0x1000,
57  // char* version : Version number check
58  SKELETON_BLENDMODE = 0x1010, // optional
59  // unsigned short blendmode : SkeletonAnimationBlendMode
60 
61  SKELETON_BONE = 0x2000,
62  // Repeating section defining each bone in the system.
63  // Bones are assigned indexes automatically based on their order of declaration
64  // starting with 0.
65 
66  // char* name : name of the bone
67  // unsigned short handle : handle of the bone, should be contiguous & start at 0
68  // Vector3 position : position of this bone relative to parent
69  // Quaternion orientation : orientation of this bone relative to parent
70  // Vector3 scale : scale of this bone relative to parent
71 
73  // Record of the parent of a single bone, used to build the node tree
74  // Repeating section, listed in Bone Index order, one per Bone
75 
76  // unsigned short handle : child bone
77  // unsigned short parentHandle : parent bone
78 
80  // A single animation for this skeleton
81 
82  // char* name : Name of the animation
83  // float length : Length of the animation in seconds
84 
86  // [Optional] base keyframe information
87  // char* baseAnimationName (blank for self)
88  // float baseKeyFrameTime
89 
91  // A single animation track (relates to a single bone)
92  // Repeating section (within SKELETON_ANIMATION)
93 
94  // unsigned short boneIndex : Index of bone to apply to
95 
97  // A single keyframe within the track
98  // Repeating section
99 
100  // float time : The time position (seconds)
101  // Quaternion rotate : Rotation to apply at this keyframe
102  // Vector3 translate : Translation to apply at this keyframe
103  // Vector3 scale : Scale to apply at this keyframe
105  // Link to another skeleton, to re-use its animations
106 
107  // char* skeletonName : name of skeleton to get animations from
108  // float scale : scale to apply to trans/scale keys
109 
110  };
114 } // namespace
115 
116 
117 #endif
SkeletonChunkID
Definition of the OGRE .skeleton file format.