/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYCOMMONTOOLS_EXPORT_ISKELETONDATA_H #define CRYINCLUDE_CRYCOMMONTOOLS_EXPORT_ISKELETONDATA_H #pragma once class ISkeletonData { public: enum Axis { AxisX, AxisY, AxisZ }; enum Limit { LimitMin, LimitMax }; virtual int AddBone(const void* handle, const char* name, int parentIndex) = 0; virtual int FindBone(const char* name) const = 0; virtual const void* GetBoneHandle(int boneIndex) const = 0; virtual int GetBoneParentIndex(int boneIndex) const = 0; virtual int GetBoneCount() const = 0; virtual void SetTranslation(int boneIndex, const float* vec) = 0; virtual void SetRotation(int boneIndex, const float* vec) = 0; virtual void SetScale(int boneIndex, const float* vec) = 0; virtual void SetParentFrameTranslation(int boneIndex, const float* vec) = 0; virtual void SetParentFrameRotation(int boneIndex, const float* vec) = 0; virtual void SetParentFrameScale(int boneIndex, const float* vec) = 0; virtual void SetPhysicalized(int boneIndex, bool physicalized) = 0; virtual void SetHasGeometry(int boneIndex, bool hasGeometry) = 0; virtual void SetBoneProperties(int boneIndex, const char* propertiesString) = 0; virtual void SetBoneGeomProperties(int boneIndex, const char* propertiesString) = 0; virtual void SetLimit(int boneIndex, Axis axis, Limit extreme, float limit) = 0; virtual void SetSpringTension(int boneIndex, Axis axis, float springTension) = 0; virtual void SetSpringAngle(int boneIndex, Axis axis, float springAngle) = 0; virtual void SetAxisDamping(int boneIndex, Axis axis, float damping) = 0; }; #endif // CRYINCLUDE_CRYCOMMONTOOLS_EXPORT_ISKELETONDATA_H