// 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
};