/*! * @file md3_animation.h * * Code heavely inspired by: JAVA MD3 Model Viewer - A Java based Quake 3 model viewer * Copyright (C) 1999 Erwin 'KLR8' Vervaet */ #ifndef _MD3_ANIMATION_H #define _MD3_ANIMATION_H #include typedef struct AnimationType {}; /** * a class with metadata describing an MD3 model animation */ class MD3Animation { public: MD3Animation(); MD3Animation(std::string line); virtual ~MD3Animation(); void init(); std::string toString() { return std::string("Name: " + this->name); } public: AnimationType type; //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS, BOTH) std::string name; //!< name of the animation int offset; //!< for LEGS animation, this is the offset value to skip TORSO frames int first; //!< first frame int numFrames; //!< the number of frames in the anumation. < 0 means that all available frames used int numLoopFrames; //!< number of looping frames int fps; //!< frames per second }; #endif /* _MD3_ANIMATION_H */