2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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//
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// Name: SkeletonAnim.h
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _SKELETONANIM_H
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#define _SKELETONANIM_H
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2006-06-02 04:10:27 +02:00
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#include "maths/Bound.h"
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2004-05-30 02:46:58 +02:00
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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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2005-05-21 03:40:32 +02:00
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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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2004-05-30 02:46:58 +02:00
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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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2007-02-10 04:09:52 +01:00
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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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2005-05-27 02:38:30 +02:00
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float m_ActionPos;
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float m_ActionPos2;
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2004-05-30 02:46:58 +02:00
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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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2004-06-02 17:03:17 +02:00
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#endif
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