0ad/source/graphics/SkeletonAnim.h

59 lines
2.0 KiB
C++

/* Copyright (C) 2016 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Instance of CSkeletonAnimDef for application onto a model
*/
#ifndef INCLUDED_SKELETONANIM
#define INCLUDED_SKELETONANIM
#include "maths/BoundingBoxAligned.h"
class CSkeletonAnimDef;
////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnim: an instance of a CSkeletonAnimDef, for application onto a model
class CSkeletonAnim
{
public:
// the name of the action which uses this animation (e.g. "idle")
CStr m_Name;
// the ID of this animation, to sync between props.
CStr m_ID = "";
// frequency of the animation
int m_Frequency;
// the raw animation frame data; may be NULL if this is a static 'animation'
CSkeletonAnimDef* m_AnimDef;
// speed at which this animation runs, as a factor of the AnimDef default speed
// (treated as 0 if m_AnimDef == NULL)
float m_Speed;
// Times during the animation at which the interesting bits happen,
// as msec times in the range [0, AnimDef->GetDuration],
// or special value -1 if unspecified.
// ActionPos is used for melee hits, projectile launches, etc.
// ActionPos2 is used for loading projectile ammunition.
float m_ActionPos;
float m_ActionPos2;
float m_SoundPos;
// object space bounds of the model when this animation is applied to it
CBoundingBoxAligned m_ObjectBounds;
};
#endif