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Copyright (C) 2005 by Hristo Hristov
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_ISKELETON_H__
#define __CS_ISKELETON_H__
#include "csutil/scf.h"
#include "csgeom/box.h"
struct iSkeleton;
struct iSkeletonGraveyard;
struct iSkeletonFactory;
struct iSkeletonBoneFactory;
struct iSkeletonBoneUpdateCallback;
struct iSkeletonSocket;
struct iSkeletonSocketFactory;
struct iSceneNode;
//struct iSkeletonBoneRagdollInfo;
/*
struct iODEGeom;
struct iODERigidBody;
struct iODEJoint;
struct iODEDynamicSystem;
*/
enum csBoneTransformType
{
CS_BTT_NONE = 0,
CS_BTT_SCRIPT,
CS_BTT_RIGID_BODY
};
enum csBoneGeomType
{
CS_BGT_NONE = 0,
CS_BGT_BOX,
CS_BGT_SPHERE,
CS_BGT_CYLINDER
};
class csReversibleTransform;
/**
* The skeleton bone class.
*/
struct iSkeletonBone : public virtual iBase
{
SCF_INTERFACE (iSkeletonBone, 1, 0, 1);
/**
* Get name of the bone.
*/
virtual const char* GetName () const = 0;
/**
* Set name of the bone.
*/
virtual void SetName (const char* name) = 0;
/**
* Get transform of the bone.
*/
virtual csReversibleTransform &GetTransform () = 0;
/**
* Set transform of the bone in parent's coordsys.
*/
virtual void SetTransform (const csReversibleTransform &transform) = 0;
/**
* Get full transform of the bone.
*/
virtual csReversibleTransform &GetFullTransform () = 0;
/**
* Set parent bone.
*/
virtual void SetParent (iSkeletonBone *parent) = 0;
/**
* Get parent bone
*/
virtual iSkeletonBone *GetParent () = 0;
/**
* Get number of children bones.
*/
virtual size_t GetChildrenCount () = 0;
/**
* Set child bone by index.
*/
virtual iSkeletonBone *GetChild (size_t i) = 0;
/**
* Find child bone by name.
*/
virtual iSkeletonBone *FindChild (const char *name) = 0;
/**
* Find child bone index.
*/
virtual size_t FindChildIndex (iSkeletonBone *child) = 0;
/**
* Set skin bbox (usefull for creating collider or ragdoll object).
*/
virtual void SetSkinBox (csBox3 &box) = 0;
/**
* Get skin bbox.
*/
virtual csBox3 &GetSkinBox () = 0;
/**
* Set callback to the bone. By default there
* is callback that sets bone transform when updating.
*/
virtual void SetUpdateCallback (iSkeletonBoneUpdateCallback *callback) = 0;
/**
* Get update callback.
*/
virtual iSkeletonBoneUpdateCallback *GetUpdateCallback () = 0;
/**
* Get skeleton factory.
*/
virtual iSkeletonBoneFactory *GetFactory() = 0;
/**
* Set bone transform mode.
* Possible values are:
* - #CS_BTT_NONE: Same as CS_BTT_SCRIPT.
* - #CS_BTT_SCRIPT: Normal default behaviour. Animations control the bone.
* - #CS_BTT_RIGID_BODY: Unimplemented rigid body ragdoll.
*/
virtual void SetTransformMode(csBoneTransformType mode) = 0;
/**
* Get bone transform mode.
*/
virtual csBoneTransformType GetTransformMode() = 0;
//virtual void SetRigidBody(iODERigidBody *rigid_body, const csReversibleTransform & offset_transform) = 0;
//virtual iODERigidBody *GetRigidBody() = 0;
//virtual void SetJoint(iODEJoint *joint) = 0;
//virtual iODEJoint *GetJoint() = 0;
};
/**
* This callback fires every time when bone changes it's transform.
*/
struct iSkeletonBoneUpdateCallback : public virtual iBase
{
SCF_INTERFACE (iSkeletonBoneUpdateCallback, 0, 0, 1);
virtual void UpdateTransform(iSkeletonBone *bone,
const csReversibleTransform & transform) = 0;
};
class csQuaternion;
/**
* The script key frame contains all bones that will be transformed in
* a specific time of a skeleton script.
*/
struct iSkeletonAnimationKeyFrame : public virtual iBase
{
SCF_INTERFACE (iSkeletonAnimationKeyFrame, 1, 0, 0);
/**
* Get name of the key frame.
*/
virtual const char* GetName () const = 0;
/**
* Set name of the key frame.
*/
virtual void SetName (const char* name) = 0;
/**
* Get key frame duration.
*/
virtual csTicks GetDuration () = 0;
/**
* Set key frame duration.
*/
virtual void SetDuration (csTicks time) = 0;
/**
* Get number of key transforms.
*/
virtual size_t GetTransformsCount() = 0;
/**
* Add new bone transform to the key frame.
*/
virtual void AddTransform (iSkeletonBoneFactory *bone,
csReversibleTransform &transform, bool relative = false) = 0;
/**
* Get the transform of a bone. Returns 'false' when there won't be
* any transform data for given bone.
*/
virtual bool GetTransform (iSkeletonBoneFactory *bone,
csReversibleTransform &dst_trans) = 0;
/**
* Set the transform of a bone.
*/
virtual void SetTransform(iSkeletonBoneFactory *bone,
csReversibleTransform &transform) = 0;
/**
* Get key frame specific data. Returns false when frame don't have
* data for given bone.
*/
virtual bool GetKeyFrameData (iSkeletonBoneFactory *bone_fact,
csQuaternion & rot, csVector3 & pos, csQuaternion & tangent,
bool & relative) = 0;
};
/**
* This interface provides animation of a skeleton.
*/
struct iSkeletonAnimation : public virtual iBase
{
SCF_INTERFACE (iSkeletonAnimation, 1, 0, 0);
/**
* Get animation name.
*/
virtual const char* GetName () const = 0;
/**
* Set animation name.
*/
virtual void SetName (const char* name) = 0;
/**
* Get animation duration.
*/
virtual csTicks GetTime () = 0;
/**
* Set animation duration.
*/
virtual void SetTime (csTicks time) = 0;
/**
* Get animation speed.
*/
virtual float GetSpeed () = 0;
/**
* Set animation speed (default = 1.0).
*/
virtual void SetSpeed (float speed) = 0;
/**
* Set animation factor.
*/
virtual void SetFactor (float factor) = 0;
/**
* Get animation factor.
*/
virtual float GetFactor () = 0;
/**
* Set animation loop value.
*/
virtual void SetLoop (bool loop) = 0;
/**
* Get animation loop value.
*/
virtual bool GetLoop () = 0;
/**
* Create new key frame.
*/
virtual iSkeletonAnimationKeyFrame *CreateFrame (const char* name) = 0;
/**
* Get number of frames in the animation.
*/
virtual size_t GetFramesCount () = 0;
/**
* Get key frame by index.
*/
virtual iSkeletonAnimationKeyFrame *GetFrame (size_t i) = 0;
/**
* Find key frame by name.
*/
virtual size_t FindFrameIndex (const char *name) = 0;
/**
* Remove frame by index.
*/
virtual void RemoveFrame (size_t i) = 0;
/**
* Remove all frames.
*/
virtual void RemoveAllFrames () = 0;
/**
* Recalculates spline for bones rotations.
* Needs to be called every time when new
* frames are added or removed.
*/
virtual void RecalcSpline () = 0;
};
/**
* This is a callback function of an animation.
* It is called every time when animation is started or finished.
*/
struct iSkeletonAnimationCallback : public virtual iBase
{
SCF_INTERFACE (iSkeletonAnimationCallback, 1, 0, 0);
/**
* On execute action.
*/
virtual void Execute(iSkeletonAnimation *animation, size_t frame_idx) = 0;
/**
* On finish action.
*/
virtual void OnFinish(iSkeletonAnimation *animation) = 0;
};
/**
* This is a callback function of a skeleton.
* It is called every time when skeleton is updated.
*/
struct iSkeletonUpdateCallback : public virtual iBase
{
SCF_INTERFACE (iSkeletonUpdateCallback, 1, 0, 0);
/**
* General skeleon update callback.
*/
virtual void Execute(iSkeleton *skeleton, const csTicks & current_ticks) = 0;
};
/**
* This interface provides played animation instance of a skeleton.
*/
struct iSkeletonAnimationInstance : public virtual iBase
{
SCF_INTERFACE (iSkeletonAnimationInstance, 1, 0, 0);
/**
* Get animation speed.
*/
virtual float GetSpeed () = 0;
/**
* Set animation speed (default = 1.0).
*/
virtual void SetSpeed (float speed) = 0;
/**
* Set animation factor.
*/
virtual void SetFactor (float factor) = 0;
/**
* Get animation factor.
*/
virtual float GetFactor () = 0;
/**
* Get animation instance duration.
*/
virtual csTicks GetDuration () = 0;
/**
* Set animation instance duration.
*/
virtual void SetDuration (csTicks time) = 0;
};
/**
* The skeleton interface provides needed functionality
* of a skeleton animation. It holds bones, sockets and scripts.
* Skeleton is an independend object and it is not realted to a mesh.
* Genmesh Skelton Animation 2 plugin makes the connection between
* mesh and skeleton. Users can query the iSkeleton from genmeshes as follows:
*
* csRef<iGeneralMeshState> genmesh_state (
* scfQueryInterface<iGeneralMeshState> (mesh_wrapper->GetMeshObject ()));
* csRef<iGenMeshSkeletonControlState> animcontrol (
* scfQueryInterface<iGenMeshSkeletonControlState> (
* genmesh_state->GetAnimationControl ()));
* iSkeleton* skeleton = animcontrol->GetSkeleton ();
*/
struct iSkeleton : public virtual iBase
{
SCF_INTERFACE (iSkeleton, 1, 0, 0);
/**
* Get skeleton name.
*/
virtual const char* GetName () const = 0;
/**
* Set skeleton name.
*/
virtual void SetName (const char* name) = 0;
/**
* Get number of bones in the skeleton.
*/
virtual size_t GetBonesCount () = 0;
/**
* Get bone by index.
*/
virtual iSkeletonBone *GetBone (size_t i) = 0;
/**
* Find bone by name.
*/
virtual iSkeletonBone *FindBone (const char *name) = 0;
/**
* Find bine index by name.
*/
virtual size_t FindBoneIndex (const char *name) = 0;
/**
* Execute specific animation.
*/
virtual iSkeletonAnimation* Execute (const char *animation_name, float blend_factor = 0.0f) = 0;
/**
* Append animation for execution. Plays after all current animations
* have finished. Then the first Append'ed animation is played...
* then the next... and so on.
*/
virtual iSkeletonAnimation* Append (const char *animation_name) = 0;
/**
* Play specific animation. Returns played animation instance.
*/
virtual iSkeletonAnimationInstance *Play (const char *animation_name) = 0;
/**
* Stop animation.
*/
virtual void Stop (iSkeletonAnimationInstance *anim_instance) = 0;
/**
* Clear animations for execution.
*/
virtual void ClearPendingAnimations () = 0;
/**
* Get number of running animations.
*/
virtual size_t GetAnimationsCount () = 0;
/**
* Get animation by index.
*/
virtual iSkeletonAnimation* GetAnimation (size_t i) = 0;
/**
* Find animation by name.
*/
virtual iSkeletonAnimation* FindAnimation (const char *animation_name) = 0;
/**
* Find socket by name.
*/
virtual iSkeletonSocket* FindSocket (const char *socketname) = 0;
/**
* Stop all executed animations.
*/
virtual void StopAll () = 0;
/**
* Stop executed animation by name.
*/
virtual void Stop (const char* animation_name) = 0;
/**
* Get skeleton factory.
*/
virtual iSkeletonFactory *GetFactory () = 0;
/**
* Set animation callback.
*/
virtual void SetAnimationCallback (iSkeletonAnimationCallback *cb) = 0;
//virtual void CreateRagdoll(iODEDynamicSystem *dyn_sys, csReversibleTransform & transform) = 0;
//virtual void DestroyRagdoll() = 0;
/**
* Adds skeleton update callback.
*/
virtual size_t AddUpdateCallback (
iSkeletonUpdateCallback *update_callback) = 0;
/**
* Get number of skeleton callbacks.
*/
virtual size_t GetUpdateCallbacksCount () = 0;
/**
* Get callback by index.
*/
virtual iSkeletonUpdateCallback *GetUpdateCallback(size_t callback_idx) = 0;
/**
* Remove skelton callback by index.
*/
virtual void RemoveUpdateCallback (size_t callback_idx) = 0;
/**
* Update animations state. Returns 'false' when no update
* was aplied.
*/
virtual bool UpdateAnimation (csTicks current_time) = 0;
/**
* Update skeleton bones. Normaly you won't ever need to call this
* method by yourself (updating bones is done via 'UpdateAnimation'),
* but you will need to use it too see changes after direct pose changes
* when you are not updating animations for some reason.
*/
virtual void UpdateBones () = 0;
};
/**
* The skeleton socket object wraps a relative transform of a bone.
* It is used to attach meshes, cameras or lights to a bone.
* When bone animates it moves the attached object to the socket too.
* This is usefull to create an invertory of a model.
*/
struct iSkeletonSocket : public virtual iBase
{
SCF_INTERFACE (iSkeletonSocket, 1, 0, 0);
/**
* Get socket name.
*/
virtual const char* GetName () const = 0;
/**
* Set socket name.
*/
virtual void SetName (const char* name) = 0;
/**
* Get socket transform in parent's coordsys.
*/
virtual csReversibleTransform &GetTransform () = 0;
/**
* Set socket transform in parent's coordsys.
*/
virtual void SetTransform (const csReversibleTransform &transform) = 0;
/**
* Get full transform of the socket.
*/
virtual csReversibleTransform &GetFullTransform () = 0;
/**
* Set parent bone.
*/
virtual void SetBone (iSkeletonBone *bone) = 0;
/**
* Get parent bone.
*/
virtual iSkeletonBone *GetBone () = 0;
/**
* Set scene node (mesh, camera or light).
*/
virtual void SetSceneNode (iSceneNode *node) = 0;
/**
* Get scene node.
*/
virtual iSceneNode *GetSceneNode () = 0;
/**
* Get factory of the socket.
*/
virtual iSkeletonSocketFactory *GetFactory () = 0;
};
struct iSkeletonBoneRagdollInfo : public virtual iBase
{
SCF_INTERFACE (iSkeletonBoneRagdollInfo, 1, 0, 0);
virtual void SetEnabled(bool enabled) = 0;
virtual bool GetEnabled() = 0;
virtual void SetAttachToParent(bool attach) = 0;
virtual bool GetAttachToParent() = 0;
virtual void SetGeomName(const char *name) = 0;
virtual const char *GetGeomName() = 0;
virtual void SetGeomType(int geom_type) = 0;
virtual int GetGeomType() = 0;
virtual void SetGeomDimensions(csVector3 &size) = 0;
virtual csVector3 &GetGeomDimensions() = 0;
virtual void SetFriction(float friction) = 0;
virtual float GetFriction() = 0;
virtual void SetElasticity(float elasticity) = 0;
virtual float GetElasticity() = 0;
virtual void SetSoftness(float softness) = 0;
virtual float GetSoftness() = 0;
virtual void SetSlip(float slip) = 0;
virtual float GetSlip() = 0;
virtual void SetBodyName(const char *name) = 0;
virtual const char *GetBodyName() = 0;
virtual void SetBodyMass(float mass) = 0;
virtual float GetBodyMass() = 0;
virtual void SetBodyGravmode(int gravmode) = 0;
virtual int GetBodyGravmode() = 0;
virtual void SetJointName(const char *name) = 0;
virtual const char *GetJointName() = 0;
virtual void SetJointMinRotContraints(csVector3 & constraints) = 0;
virtual csVector3 & GetJointMinRotContraints() = 0;
virtual void SetJointMaxRotContraints(csVector3 & constraints) = 0;
virtual csVector3 & GetJointMaxRotContraints() = 0;
virtual void SetJointMinTransContraints(csVector3 & constraints) = 0;
virtual csVector3 & GetJointMinTransContraints() = 0;
virtual void SetJointMaxTransContraints(csVector3 & constraints) = 0;
virtual csVector3 & GetJointMaxTransContraints() = 0;
};
/**
* The skeleton bone factory is class that is used to create
* skeleton bones of a iSkeleton object.
*/
struct iSkeletonBoneFactory : public virtual iBase
{
SCF_INTERFACE (iSkeletonBoneFactory, 1, 0, 0);
/**
* Get bone factory name.
*/
virtual const char* GetName () const = 0;
/**
* Set bone factory of name.
*/
virtual void SetName (const char* name) = 0;
/**
* Get bone factory transform in parent's coordsys.
*/
virtual csReversibleTransform &GetTransform () = 0;
/**
* Set bone factory transform in parent's coordsys.
*/
virtual void SetTransform (const csReversibleTransform &transform) = 0;
/**
* Get bone factory full transform.
*/
virtual csReversibleTransform &GetFullTransform () = 0;
/**
* Set parent bone factory .
*/
virtual void SetParent (iSkeletonBoneFactory *parent) = 0;
/**
* Get parent bone factory .
*/
virtual iSkeletonBoneFactory *GetParent () = 0;
/**
* Get number of children factories.
*/
virtual size_t GetChildrenCount () = 0;
/**
* Get factory child by index.
*/
virtual iSkeletonBoneFactory *GetChild (size_t i) = 0;
/**
* Find child by name.
*/
virtual iSkeletonBoneFactory *FindChild (const char *name) = 0;
/**
* Find child index.
*/
virtual size_t FindChildIndex (iSkeletonBoneFactory *child) = 0;
/**
* Set skin bbox.
*/
virtual void SetSkinBox (csBox3 & box) = 0;
/**
* Get skin bbox.
*/
virtual csBox3 & GetSkinBox () = 0;
/**
* Get ragdoll data.
*/
virtual iSkeletonBoneRagdollInfo *GetRagdollInfo() = 0;
};
/**
* The skeleton socket factory is class that is used to create
* skeleton sockets of a iSkeleton object.
*/
struct iSkeletonSocketFactory : public virtual iBase
{
SCF_INTERFACE (iSkeletonSocketFactory, 1, 0, 0);
/**
* Get name of the socket factory.
*/
virtual const char* GetName () const = 0;
/**
* Set name.
*/
virtual void SetName (const char* name) = 0;
/**
* Get transform in parent's coordsys.
*/
virtual csReversibleTransform &GetTransform () = 0;
/**
* Set transform in parent's coordsys.
*/
virtual void SetTransform (const csReversibleTransform &transform) = 0;
/**
* Get full transform.
*/
virtual csReversibleTransform &GetFullTransform () = 0;
/**
* Set parent bone factory.
*/
virtual void SetBone (iSkeletonBoneFactory *bone) = 0;
/**
* Get parent bone factory.
*/
virtual iSkeletonBoneFactory *GetBone () = 0;
};
/**
* The skeleton factory is class that is used to create
* skeleton objects in the scene.
*/
struct iSkeletonFactory : public virtual iBase
{
SCF_INTERFACE (iSkeletonFactory, 1, 0, 0);
/**
* Get name of the skeleton factory.
*/
virtual const char* GetName () const = 0;
/**
* Get name.
*/
virtual void SetName (const char* name) = 0;
/**
* Create new bone factory.
*/
virtual iSkeletonBoneFactory *CreateBone (const char *name) = 0;
/**
* Create new animation.
*/
virtual iSkeletonAnimation *CreateAnimation (const char *name) = 0;
/**
* Find animation by name.
*/
virtual iSkeletonAnimation *FindAnimation (const char *name) = 0;
/**
* Get number of available animations.
*/
virtual size_t GetAnimationsCount () = 0;
/**
* Get animation by index.
*/
virtual iSkeletonAnimation *GetAnimation (size_t idx) = 0;
/**
* Find bone factory by name.
*/
virtual iSkeletonBoneFactory *FindBone (const char *name) = 0;
/**
* Find bone facotry index by name.
*/
virtual size_t FindBoneIndex (const char *name) = 0;
/**
* Get number of bones factories.
*/
virtual size_t GetBonesCount () const = 0;
/**
* Get bone factory by index.
*/
virtual iSkeletonBoneFactory *GetBone(size_t i) = 0;
/**
* Get the Graveyard.
*/
virtual iSkeletonGraveyard *GetGraveyard () = 0;
/**
* Create new socket factory.
*/
virtual iSkeletonSocketFactory *CreateSocket(const char *name,
iSkeletonBoneFactory *bone) = 0;
/**
* Find socket factory by name.
*/
virtual iSkeletonSocketFactory *FindSocket(const char *name) = 0;
/**
* Get socket factory by name.
*/
virtual iSkeletonSocketFactory *GetSocket (int i) = 0;
/**
* Remove socket facotry by index.
*/
virtual void RemoveSocket (int i) = 0;
/**
* Get number of socket factories.
*/
virtual size_t GetSocketsCount() = 0;
};
/**
* iSkeletonGraveyard is the interface that cares for all skeleton factories.
* It can be accessed via object registry. Also it holds and updates all
* existing skeleton objects.
*/
struct iSkeletonGraveyard : public virtual iBase
{
SCF_INTERFACE (iSkeletonGraveyard, 1, 0, 0);
/**
* Get number of skeleton factories.
*/
virtual size_t GetFactoriesCount() = 0;
/**
* Get skeleton factory by name.
*/
virtual iSkeletonFactory *CreateFactory(const char *name) = 0;
/**
* Load skeleton factory from file.
*/
virtual iSkeletonFactory *LoadFactory(const char *file_name) = 0;
/**
* Find skeleton factory by name.
*/
virtual iSkeletonFactory *FindFactory(const char *name) = 0;
/**
* Create skeleton from specific factory.
*/
virtual iSkeleton *CreateSkeleton(iSkeletonFactory *fact,
const char *name = 0) = 0;
/**
* Set manual updates handling mode.
*/
virtual void SetManualUpdates (bool man_updates) = 0;
/**
* Set manual updates handling mode.
*/
virtual void Update (csTicks time) = 0;
/**
* Add skeleton that will be updated by this graveyard.
*/
virtual void AddSkeleton (iSkeleton *skeleton) = 0;
/**
* Remove a skeleton again.
*/
virtual void RemoveSkeleton (iSkeleton* skeleton) = 0;
};
#endif //__CS_ISKELETON_H__
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