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OgreSkeletonFileFormat.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreSkeletonFileFormat.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __SkeletonFileFormat_H__ #define __SkeletonFileFormat_H__ #include "OgrePrerequisites.h" namespace Ogre { /** Definition of the OGRE .skeleton file format .skeleton files are binary files (for read efficiency at runtime) and are arranged into chunks of data, very like 3D Studio's format. A chunk always consists of: unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk unsigned long LENGTH : length of the chunk in bytes, including this header void* DATA : the data, which may contain other sub-chunks (various data types) A .skeleton file contains both the definition of the Skeleton object and the animations it contains. It contains only a single skeleton but can contain multiple animations. */ enum SkeletonChunkID { SKELETON_HEADER = 0x1000, // char* version : Version number check SKELETON_BONE = 0x2000, // Repeating section defining each bone in the system. // Bones are assigned indexes automatically based on their order of declaration // starting with 0. // char* name : name of the bone // unsigned short handle : handle of the bone, should be contiguous & start at 0 // Vector3 position : position of this bone relative to parent // Quaternion orientation : orientation of this bone relative to parent // Vector3 scale : scale of this bone relative to parent SKELETON_BONE_PARENT = 0x3000, // Record of the parent of a single bone, used to build the node tree // Repeating section, listed in Bone Index order, one per Bone // unsigned short handle : child bone // unsigned short parentHandle : parent bone SKELETON_ANIMATION = 0x4000, // A single animation for this skeleton // char* name : Name of the animation // float length : Length of the animation in seconds SKELETON_ANIMATION_TRACK = 0x4100, // A single animation track (relates to a single bone) // Repeating section (within SKELETON_ANIMATION) // unsigned short boneIndex : Index of bone to apply to SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110, // A single keyframe within the track // Repeating section // float time : The time position (seconds) // Quaternion rotate : Rotation to apply at this keyframe // Vector3 translate : Translation to apply at this keyframe // Vector3 scale : Scale to apply at this keyframe SKELETON_ANIMATION_LINK = 0x5000 // Link to another skeleton, to re-use its animations // char* skeletonName : name of skeleton to get animations from // float scale : scale to apply to trans/scale keys }; } // namespace #endif
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