00001 /* 00002 Gel2D Game Engine - Cross-platform 2D gaming middleware 00003 Copyright (C) 2010-2011 Mark D. Procarione 00004 00005 Gel2D is free software: you can redistribute it and/or modify 00006 it under the terms of the GNU General Public License as published by 00007 the Free Software Foundation, either version 3 of the License, or 00008 (at your option) any later version. 00009 00010 Gel2D is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00013 GNU General Public License for more details. 00014 */ 00015 00016 #ifndef __GELARMATURE_H__ 00017 #define __GELARMATURE_H__ 00018 00019 #include "gelObject.h" 00020 #include "gelString.h" 00021 00022 #define GEL2D_BONESYS_HEADER "GEL2D_BONESYS_v0.1" 00023 00024 #define GEL_MAX_BONES 64 00025 #define GEL_MAX_BONE_CHILDREN 8 00026 00027 00028 // Notes on bone system design: 00029 // Meshes will be oblivious to armature's existence, except maybe for parenting. 00030 // Bones will hold pointers to vertices and extra vertex data (weights, etc.), and manipulate accordingly. 00031 // Bones should probably store their own matrices, to keep things fast and sweet. 00032 00033 namespace gel 00034 { 00038 00039 00041 class GelBone 00042 { 00043 public: 00045 GelBone(); 00046 00047 GelBone *getParent() { return parent; } 00048 void setParent( GelBone *par ) { parent = par; } 00049 00050 void addChild( GelBone *child ); 00051 GelBone *getChild( int index ); 00052 00053 void setPos( Gel2dVec bpos ) { pos = bpos; } 00054 float getAngle() { return angle; } 00055 void setAngle( float bangle ) { angle = bangle; } 00056 float getLength() { return length; } 00057 void setLength( float blength ) { length = blength; } 00058 00059 void setName( GelString strname ) { name = strname; } 00060 00061 int getPosMode() { return posMode; } 00062 void setPosMode( int mode ) { posMode = mode; } 00063 00064 int hasParent(); 00065 int hasChildren(); 00066 00067 void drawBoneAbsolute(); 00068 void drawBoneRelative(); 00069 00070 private: 00071 Gel2dVec pos; 00072 float angle; 00073 float length; 00074 00075 GelBone *parent; 00076 GelBone *child[GEL_MAX_BONE_CHILDREN]; 00077 GelString name; 00078 00079 int childCount; 00080 int posMode; 00081 }; 00082 00084 00087 class GelArmature : public GelObject 00088 { 00089 public: 00091 GelArmature(); 00092 00094 00097 GelArmature( const char *desc_name ); 00098 00100 00104 GelArmature( Gel2dVec obj_pos, float obj_rot, Gel2dVec obj_scl ); 00105 00107 00109 void addBone( GelBone *parent = NULL, const char *name = "Bone"); 00110 00112 00113 void writeDesc( const char *filename ); 00114 00116 00119 int readDesc( const char *filename ); 00120 00122 void render(); 00123 00124 private: 00125 int boneCount; 00126 00127 public: 00128 GelBone bone[GEL_MAX_BONES]; 00129 }; 00130 00132 } 00133 00134 #endif
API Documentation by Mark D. Procarione | Generated by |