/****************************************************************************** libx42.net - skinned vertex animation library (.NET API) Copyright (C) 2007 HermitWorks Entertainment Corporation This program 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. 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc. 51 Franklin Street, Fifth Floor Boston, MA 02110-1301, USA. ******************************************************************************/ #pragma once #include "DataStream.h" #include "Vector.h" #include "Quaternion.h" #include "Affine.h" namespace Libx42 { ref class Model; ref class TempMem; generic< typename T > where T : value class ref class DataStream; public ref class Pose { public: property Model^ Owner { Model^ get( void ) { return owner; } } /// /// Builds the pose data at a specific point in time. /// /// /// The relative animation time to build the pose /// at (in the range [0, 1]). /// /// /// This method is equivalent to calling , /// , and in that order. /// void Build( float time ); /// /// Builds the local bone data values /// at a specific point in time. /// /// /// The relative animation time to build the pose /// at (in the range [0, 1]). /// /// /// This function only updates the data in , /// , and . It /// has no affect on , , /// or the internal ready-for-animation data buffer. /// void GeneratePoseValues( float time ); /// /// Updates the values in and /// to reflect the values in , /// , and . /// void GenerateMatrices( void ); /// /// Updates the internal ready-for-animation data buffer to reflect the /// values in . /// void GeneratePoseData( void ); property DataStream< Math::Vector3 >^ BonePositionValues { DataStream< Math::Vector3 >^ get( void ) { return posStream; } } property DataStream< Math::Quaternion >^ BoneRotationValues { DataStream< Math::Quaternion >^ get( void ) { return rotStream; } } property DataStream< Math::Vector3 >^ BoneScaleValues { DataStream< Math::Vector3 >^ get( void ) { return scaleStream; } } property DataStream< Math::Affine >^ BoneMatrices { DataStream< Math::Affine >^ get( void ) { return boneMatsColl; } } property DataStream< Math::Affine >^ TagMatrices { DataStream< Math::Affine >^ get( void ) { return tagMatsColl; } } internal: Pose( Model ^owner ); affine_t *boneMats; private: Model ^owner; x42animFrames_t *animFrames; x42animLerp_t *animLerp; DataStream< Math::Vector3 >^ posStream; DataStream< Math::Quaternion >^ rotStream; DataStream< Math::Vector3 >^ scaleStream; DataStream< Math::Affine > ^boneMatsColl; affine_t *tagMats; DataStream< Math::Affine > ^tagMatsColl; void *poseDataBuf; ~Pose(); !Pose(); }; };