52 lines
1.7 KiB
C++
52 lines
1.7 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Instance of CSkeletonAnimDef for application onto a model
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*/
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#ifndef INCLUDED_SKELETONANIM
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#define INCLUDED_SKELETONANIM
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#include "maths/Bound.h"
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class CSkeletonAnimDef;
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////////////////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnim: an instance of a CSkeletonAnimDef, for application onto a model
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class CSkeletonAnim
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{
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public:
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// the name of the action which uses this animation (e.g. "idle")
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CStr m_Name;
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// the raw animation frame data
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CSkeletonAnimDef* m_AnimDef;
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// speed at which this animation runs
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float m_Speed;
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// Times during the animation at which the interesting bits happen. Measured
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// as fractions (0..1) of the total animation length.
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// ActionPos is used for melee hits, projectile launches, etc.
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// ActionPos2 is used for loading projectile ammunition.
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float m_ActionPos;
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float m_ActionPos2;
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// object space bounds of the model when this animation is applied to it
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CBound m_ObjectBounds;
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};
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#endif
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