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OgreSkeletonSerializer.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreSkeletonSerializer.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 __SkeletonSerializer_H__ #define __SkeletonSerializer_H__ #include "OgrePrerequisites.h" #include "OgreSkeleton.h" #include "OgreSerializer.h" namespace Ogre { /** Class for serialising skeleton data to/from an OGRE .skeleton file. @remarks This class allows exporters to write OGRE .skeleton files easily, and allows the OGRE engine to import .skeleton files into instatiated OGRE Skeleton objects. Note that a .skeleton file includes not only the Skeleton, but also definitions of any Animations it uses. @par To export a Skeleton:
Create a Skeleton object and populate it using it's methods.
Call the exportSkeleton method
*/ class _OgreExport SkeletonSerializer : public Serializer { public: SkeletonSerializer(); virtual ~SkeletonSerializer(); /** Exports a skeleton to the file specified. @remarks This method takes an externally created Skeleton object, and exports both it and animations it uses to a .skeleton file. @param pSkeleton Weak reference to the Skeleton to export @param filename The destination filename @param endianMode The endian mode to write in */ void exportSkeleton(const Skeleton* pSkeleton, const String& filename, Endian endianMode = ENDIAN_NATIVE); /** Imports Skeleton and animation data from a .skeleton file DataStream. @remarks This method imports data from a DataStream opened from a .skeleton file and places it's contents into the Skeleton object which is passed in. @param stream The DataStream holding the .skeleton data. Must be initialised (pos at the start of the buffer). @param pDest Weak reference to the Skeleton object which will receive the data. Should be blank already. */ void importSkeleton(DataStreamPtr& stream, Skeleton* pDest); // TODO: provide Cal3D importer? protected: // Internal export methods void writeSkeleton(const Skeleton* pSkel); void writeBone(const Skeleton* pSkel, const Bone* pBone); void writeBoneParent(const Skeleton* pSkel, unsigned short boneId, unsigned short parentId); void writeAnimation(const Skeleton* pSkel, const Animation* anim); void writeAnimationTrack(const Skeleton* pSkel, const NodeAnimationTrack* track); void writeKeyFrame(const Skeleton* pSkel, const TransformKeyFrame* key); void writeSkeletonAnimationLink(const Skeleton* pSkel, const LinkedSkeletonAnimationSource& link); // Internal import methods void readBone(DataStreamPtr& stream, Skeleton* pSkel); void readBoneParent(DataStreamPtr& stream, Skeleton* pSkel); void readAnimation(DataStreamPtr& stream, Skeleton* pSkel); void readAnimationTrack(DataStreamPtr& stream, Animation* anim, Skeleton* pSkel); void readKeyFrame(DataStreamPtr& stream, NodeAnimationTrack* track, Skeleton* pSkel); void readSkeletonAnimationLink(DataStreamPtr& stream, Skeleton* pSkel); size_t calcBoneSize(const Skeleton* pSkel, const Bone* pBone); size_t calcBoneSizeWithoutScale(const Skeleton* pSkel, const Bone* pBone); size_t calcBoneParentSize(const Skeleton* pSkel); size_t calcAnimationSize(const Skeleton* pSkel, const Animation* pAnim); size_t calcAnimationTrackSize(const Skeleton* pSkel, const NodeAnimationTrack* pTrack); size_t calcKeyFrameSize(const Skeleton* pSkel, const TransformKeyFrame* pKey); size_t calcKeyFrameSizeWithoutScale(const Skeleton* pSkel, const TransformKeyFrame* pKey); size_t calcSkeletonAnimationLinkSize(const Skeleton* pSkel, const LinkedSkeletonAnimationSource& link); }; } #endif
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