// This source file is part of HGamer3D // (A project to enable 3D game development in Haskell) // For the latest info, see http://www.althainz.de/HGamer3D.html // // Copyright 2011 Dr. Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // EnumSkeletonChunkID.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-3\include\OGRE\OgreSkeletonFileFormat.h" // // each stub combines the following files: // a C++ implementation file, transforming cpp calls into C-functions // a C-header file, making this C-functions available for the C2HS parser // a chs file, give instructions to the C2HS parser. // // #include "wchar.h" // enum from ..\OgreSDK_vc10_v1-7-3\include\OGRE\OgreSkeletonFileFormat.h line:55 enum EnumSkeletonChunkID { SKELETON_HEADER = 0x1000, // char* version : Version number check SKELETON_BONE = 0x2000, // Repeating section defining each bone in the system. // Bones are assigned indexes automatically based on their order of declaration // starting with 0. // char* name : name of the bone // unsigned short handle : handle of the bone, should be contiguous & start at 0 // Vector3 position : position of this bone relative to parent // Quaternion orientation : orientation of this bone relative to parent // Vector3 scale : scale of this bone relative to parent SKELETON_BONE_PARENT = 0x3000, // Record of the parent of a single bone, used to build the node tree // Repeating section, listed in Bone Index order, one per Bone // unsigned short handle : child bone // unsigned short parentHandle : parent bone SKELETON_ANIMATION = 0x4000, // A single animation for this skeleton // char* name : Name of the animation // float length : Length of the animation in seconds SKELETON_ANIMATION_TRACK = 0x4100, // A single animation track (relates to a single bone) // Repeating section (within SKELETON_ANIMATION) // unsigned short boneIndex : Index of bone to apply to SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110, // A single keyframe within the track // Repeating section // float time : The time position (seconds) // Quaternion rotate : Rotation to apply at this keyframe // Vector3 translate : Translation to apply at this keyframe // Vector3 scale : Scale to apply at this keyframe SKELETON_ANIMATION_LINK = 0x5000 // Link to another skeleton, to re-use its animations // char* skeletonName : name of skeleton to get animations from // float scale : scale to apply to trans/scale keys };