- Timestamp:
- Jun 15, 2006, 1:50:54 AM (18 years ago)
- Location:
- branches/bsp_model/src
- Files:
-
- 2 added
- 8 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/defs/class_id.h
r8338 r8439 291 291 CL_STATIC_MODEL = 0x00902000, 292 292 CL_VERTEX_ARRAY_MODEL = 0x00904000, 293 CL_INTERACTIVE_MODEL = 0x00908000, ///FIXME: is this ok bensch? 293 294 294 295 // Models -
branches/bsp_model/src/lib/graphics/importer/Makefile.am
r8351 r8439 5 5 6 6 libORXimporter_a_SOURCES = model.cc \ 7 interactive_model.cc \ 7 8 md_model_structure.cc \ 8 9 vertex_array_model.cc \ … … 39 40 noinst_HEADERS = \ 40 41 model.h \ 42 interactive_model.h \ 41 43 md_model_structure.cc \ 42 44 tc.h \ -
branches/bsp_model/src/lib/graphics/importer/md2/md2Model.cc
r8346 r8439 90 90 this->animationState.type = STAND; 91 91 this->animationState.numPlays = 1; 92 this->setAnim (STAND);92 this->setAnimation(STAND); 93 93 94 94 this->debug(); … … 164 164 the animation types can be looked up in the animationType table 165 165 */ 166 void MD2Model::setAnim (int type, int animPlayback)166 void MD2Model::setAnimation(int type, int animPlayback) 167 167 { 168 168 if( (type < 0) || (type > MAX_ANIMATIONS) ) -
branches/bsp_model/src/lib/graphics/importer/md2/md2Model.h
r8346 r8439 21 21 #include "base_object.h" 22 22 23 #include " model.h"23 #include "interactive_model.h" 24 24 #include "material.h" 25 25 … … 147 147 148 148 //! This is a MD2 Model class 149 class MD2Model : public Model {149 class MD2Model : public InteractiveModel { 150 150 151 151 public: … … 157 157 158 158 159 v oid setAnim(int type, int animPlayback = MD2_ANIM_LOOP);159 virtual void setAnimation(int type, int animPlayback = MD2_ANIM_LOOP); 160 160 /** returns the current animation @returns animation type */ 161 161 inline int MD2Model::getAnim() { return this->animationState.type; } -
branches/bsp_model/src/lib/graphics/importer/md3/md3_data.cc
r8436 r8439 381 381 this->meshes[mesh]->normals[i].vertexNormal[0] = vc->vertexNormal[0]; 382 382 this->meshes[mesh]->normals[i].vertexNormal[1] = vc->vertexNormal[1]; 383 384 delete vc; 383 385 } 384 386 -
branches/bsp_model/src/lib/graphics/importer/md3/md3_model.h
r8357 r8439 10 10 11 11 #include <string> 12 #include " model.h"12 #include "interactive_model.h" 13 13 14 14 … … 19 19 class MD3Data; 20 20 21 class MD3Model : public Model21 class MD3Model : public InteractiveModel 22 22 { 23 23 … … 26 26 ~MD3Model(); 27 27 28 virtual void tick(float dt) {} 29 virtual void setAnimation(int animNum, int playbackMode = 0) {} 28 30 29 31 private: -
branches/bsp_model/src/world_entities/creatures/md2_creature.cc
r8346 r8439 256 256 if( this->bJump && likely(this->getModel(0) != NULL)) 257 257 { 258 ((MD2Model*)this->getModel(0))->setAnim (JUMP);258 ((MD2Model*)this->getModel(0))->setAnimation(JUMP); 259 259 } 260 260 else if( this->bFire && likely(this->getModel(0) != NULL)) 261 261 { 262 if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnim (ATTACK);262 if( ((MD2Model*)this->getModel(0))->getAnim() != ATTACK) ((MD2Model*)this->getModel(0))->setAnimation(ATTACK); 263 263 } 264 264 else if( fabs(move.len()) > 0.0f && likely(this->getModel(0) != NULL)) 265 265 { 266 if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnim (RUN);266 if( ((MD2Model*)this->getModel(0))->getAnim() != RUN) ((MD2Model*)this->getModel(0))->setAnimation(RUN); 267 267 } 268 268 else if (likely(this->getModel(0) != NULL)) 269 269 { 270 if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnim (STAND);270 if( ((MD2Model*)this->getModel(0))->getAnim() != STAND) ((MD2Model*)this->getModel(0))->setAnimation(STAND); 271 271 } 272 272 -
branches/bsp_model/src/world_entities/test_entity.cc
r8346 r8439 26 26 27 27 #include "test_entity.h" 28 #include "stdincl.h" 29 #include "model.h" 28 29 30 #include "interactive_model.h" 30 31 #include "md2/md2Model.h" 31 #include "obb_tree.h" 32 32 33 #include "state.h" 33 34 … … 90 91 { 91 92 if( likely(this->getModel(0) != NULL)) 92 (( MD2Model*)this->getModel(0))->setAnim(animationIndex, animPlaybackMode);93 ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); 93 94 } 94 95 … … 97 98 { 98 99 if( likely(this->getModel(0) != NULL)) 99 (( MD2Model*)this->getModel(0))->tick(time);100 ((InteractiveModel*)this->getModel(0))->tick(time); 100 101 101 102 } … … 122 123 123 124 this->bDeath = true; 124 float anim;125 125 int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); 126 126
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