openmohaa/code/skeletor/skeletor_animation_file_format.h

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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// skeletor_animation_file_format.h : Skeletor animation file format
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#pragma once
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typedef float skelAnimChannel_t[4];
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typedef struct {
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SkelVec3 bounds[2];
float radius;
SkelVec3 delta;
float angleDelta;
int iOfsChannels;
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} skelAnimFileFrame_t;
typedef struct {
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int ident;
int version;
int flags;
int nBytesUsed;
float frameTime;
SkelVec3 totalDelta;
float totalAngleDelta;
int numChannels;
int ofsChannelNames;
int numFrames;
skelAnimFileFrame_t frame[1];
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} skelAnimDataFileHeader_t;
typedef struct {
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SkelVec3 bounds[2];
float radius;
SkelVec3 delta;
float angleDelta;
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vec4_t *pChannels; // FIXME: must delete
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} skelAnimGameFrame_t;
typedef struct {
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short int nFrameNum;
short int nPrevFrameIndex;
float pChannelData[1];
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} skanGameFrame;
typedef struct {
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short int nFramesInChannel;
skanGameFrame *ary_frames;
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} skanChannelHdr;
typedef struct {
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short nFrameNum;
vec3_t pos;
vec3_t rot;
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} skanAnimFrame;
typedef struct skelAnimDataGameHeader_s skelAnimDataGameHeader_t;
#ifdef __cplusplus
typedef struct skelAnimDataGameHeader_s {
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int flags;
size_t nBytesUsed;
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bool bHasDelta;
bool bHasMorph;
bool bHasUpper;
int numFrames;
SkelVec3 totalDelta;
float totalAngleDelta;
float frameTime;
skelChannelList_c channelList;
SkelVec3 bounds[2];
skelAnimGameFrame_t *m_frame;
short int nTotalChannels;
skanChannelHdr ary_channels[1];
skelAnimDataGameHeader_s(const skelAnimDataGameHeader_t&);
skelAnimDataGameHeader_s();
static skelAnimDataGameHeader_t *AllocRLEChannelData(size_t numChannels);
int GetFrameNums(
float timeSeconds,
float timeTolerance,
int *beforeFrame,
int *afterFrame,
float *beforeWeight,
float *afterWeight
);
SkelVec3 GetDeltaOverTime(float time1, float time2);
float GetAngularDeltaOverTime(float time1, float time2);
static skelAnimDataGameHeader_t *AllocAnimData(size_t numFrames, size_t numChannels);
static void DeallocAnimData(skelAnimDataGameHeader_t *data);
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} skelAnimDataGameHeader_t;
#endif