/*
* 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;
}
}