OGRE  2.0
Object-Oriented Graphics Rendering Engine
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OgreSkeletonFileFormat.h
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1 /*
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3 This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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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.