/* * IAnimationController.cs * Copyright (c) 2007 David Astle * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.ObjectModel; using System.ComponentModel; using System.IO; namespace Xclna.Xna.Animation { /// /// An interface used by BonePose that allows an animation to affect the bone /// as a function of time. /// public interface IAnimationController { /// /// Gets the current transform for the given BonePose object in the animation. /// This is only called when a bone pose is affected by the current animation. /// /// The BonePose object querying for the current transform in /// the animation. /// The current transform of the bone. Matrix GetCurrentBoneTransform(BonePose pose); /// /// Gets a value determining whether the animation can potentially affect the /// given BonePose. /// /// The BonePose to test. /// True if the animation can affect the bone and contains a track /// for it. bool ContainsAnimationTrack(BonePose pose); /// /// Raised when the animation tracks have changed so that different bones are affect. /// event EventHandler AnimationTracksChanged; } }