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Bone.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_Boneh_INCLUDE__)
#define __INCLUDE_Boneh_INCLUDE__

#include <string>
#include <vector>
#include <common/Vector.h>

typedef float BoneMatrixType[3][4];
class BoneType
{
public:
	BoneType();

	BoneMatrixType relative_;
	BoneMatrixType absolute_;
	BoneMatrixType relativeFinal_;
	BoneMatrixType final_;
	int parent_;
};

class BonePositionKey
{
public:
	BonePositionKey(float time, Vector &pos);

	float time;
	Vector position;
};

class BoneRotationKey
{
public:
	BoneRotationKey(float time, Vector &rot);

	float time;
	Vector rotation;
};

class Bone
{
public:
	Bone(const char *name);
	virtual ~Bone();

	const char *getName() { return name_.c_str(); }
	const char *getParentName() { return parentName_.c_str(); }
	Vector &getPosition() { return position_; }
	Vector &getRotation() { return rotation_; }
	std::vector<BonePositionKey *> &getPositionKeys() 
		{ return  positionKeys_; }
	std::vector<BoneRotationKey *> &getRotationKeys()
		{ return rotationKeys_; }

	Vector &getPositionAtTime(float currentTime);
	void getRotationAtTime(float currentTime, BoneMatrixType &m);

	void addPositionKey(BonePositionKey *key) 
		{ positionKeys_.push_back(key); }
	void addRotationKey(BoneRotationKey *key) 
		{ rotationKeys_.push_back(key); }
	void setParentName(const char *parentName) 
		{ parentName_ = parentName; }
	void setPosition(Vector &pos)
		{ position_ = pos; }	
	void setRotation(Vector &rot)
		{ rotation_ = rot; }	

protected:
	std::string name_;
	std::string parentName_;
	Vector position_, rotation_;
	std::vector<BonePositionKey *> positionKeys_;
	std::vector<BoneRotationKey *> rotationKeys_;

};

#endif // __INCLUDE_Boneh_INCLUDE__




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  ASEModelFactory.cpp
  ASEModelFactory.h
  Bone.cpp
  Bone.h
  Face.cpp
  Face.h
  MSModelFactory.cpp
  MSModelFactory.h
  Mesh.cpp
  Mesh.h
  MeshLOD.cpp
  MeshLOD.h
  MeshLODTri.cpp
  MeshLODTri.h
  MeshLODVector.cpp
  MeshLODVector.h
  Model.cpp
  Model.h
  ModelDefn.cpp
  ModelDefn.h
  ModelMaths.cpp
  ModelMaths.h
  ModelStore.cpp
  ModelStore.h
  TreeModelFactory.cpp
  TreeModelFactory.h
  Vertex.cpp
  Vertex.h
  aseFile.lex.cpp
  aseFile.tab.cpp
  aseFile.tab.cpp.h