[Windows] Automated build.
[0ad.git] / source / graphics / SkeletonAnim.h
blob79a005b588ddab4daee2c5cd8e649582c5618d19
1 /* Copyright (C) 2016 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * Instance of CSkeletonAnimDef for application onto a model
22 #ifndef INCLUDED_SKELETONANIM
23 #define INCLUDED_SKELETONANIM
25 #include "maths/BoundingBoxAligned.h"
27 class CSkeletonAnimDef;
30 ////////////////////////////////////////////////////////////////////////////////////////
31 // CSkeletonAnim: an instance of a CSkeletonAnimDef, for application onto a model
32 class CSkeletonAnim
34 public:
35 // the name of the action which uses this animation (e.g. "idle")
36 CStr m_Name;
37 // the ID of this animation, to sync between props.
38 CStr m_ID = "";
39 // frequency of the animation
40 int m_Frequency;
41 // the raw animation frame data; may be NULL if this is a static 'animation'
42 CSkeletonAnimDef* m_AnimDef;
43 // speed at which this animation runs, as a factor of the AnimDef default speed
44 // (treated as 0 if m_AnimDef == NULL)
45 float m_Speed;
46 // Times during the animation at which the interesting bits happen,
47 // as msec times in the range [0, AnimDef->GetDuration],
48 // or special value -1 if unspecified.
49 // ActionPos is used for melee hits, projectile launches, etc.
50 // ActionPos2 is used for loading projectile ammunition.
51 float m_ActionPos;
52 float m_ActionPos2;
53 float m_SoundPos;
54 // object space bounds of the model when this animation is applied to it
55 CBoundingBoxAligned m_ObjectBounds;
58 #endif