| 
                Last change
                  on this file since 8583 was
                  8490,
                  checked in by patrick, 19 years ago
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          | 
               
merged the bsp branche back to trunk 
 
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        | 
            File size:
            1.3 KB
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| 1 | /*! | 
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| 2 |  * @file md3_animation.h | 
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| 3 |  * | 
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| 4 |  * Code heavely inspired by: JAVA MD3 Model Viewer - A Java based Quake 3 model viewer | 
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| 5 |  * Copyright (C) 1999 Erwin 'KLR8' Vervaet | 
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| 6 |  */ | 
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| 7 |  | 
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| 8 | #ifndef _MD3_ANIMATION_H | 
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| 9 | #define _MD3_ANIMATION_H | 
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| 10 |  | 
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| 11 | #include <string> | 
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| 12 |  | 
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| 13 |  | 
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| 14 | typedef struct AnimationType | 
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| 15 | {}; | 
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| 16 |  | 
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| 17 |  | 
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| 18 | /** | 
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| 19 |  * a class with metadata describing an MD3 model animation | 
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| 20 |  */ | 
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| 21 | class MD3Animation | 
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| 22 | { | 
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| 23 |  | 
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| 24 |   public: | 
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| 25 |     MD3Animation(); | 
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| 26 |     MD3Animation(std::string line); | 
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| 27 |     virtual ~MD3Animation(); | 
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| 28 |  | 
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| 29 |     void init(); | 
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| 30 |  | 
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| 31 |     std::string toString() { return std::string("Name: " + this->name); } | 
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| 32 |  | 
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| 33 |  | 
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| 34 |   public: | 
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| 35 |     AnimationType    type;                        //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS, BOTH) | 
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| 36 |     std::string      name;                        //!< name of the animation | 
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| 37 |  | 
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| 38 |     int              offset;                      //!< for LEGS animation, this is the offset value to skip TORSO frames | 
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| 39 |     int              first;                       //!< first frame | 
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| 40 |     int              numFrames;                   //!< the number of frames in the anumation. < 0 means that all available frames used | 
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| 41 |     int              numLoopFrames;               //!< number of looping frames | 
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| 42 |     int              fps;                         //!< frames per second | 
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| 43 |  | 
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| 44 |  | 
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| 45 | }; | 
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| 46 |  | 
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| 47 |  | 
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| 48 | #endif /* _MD3_ANIMATION_H */ | 
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