Changeset 8526 in orxonox.OLD for branches/bsp_model
- Timestamp:
- Jun 16, 2006, 1:09:08 PM (19 years ago)
- Location:
- branches/bsp_model/src/lib/graphics/importer/md3
- Files:
-
- 2 added
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/lib/graphics/importer/md3/md3_animation.cc
r8490 r8526 21 21 namespace md3 22 22 { 23 24 25 26 MD3AnimationMap MD3Animation::animationList[25] = { 27 { "Death 1", BOTH }, 28 { "Dead 1", BOTH }, 29 { "Death 2", BOTH }, 30 { "Dead 2", BOTH }, 31 { "Death 3", BOTH }, 32 { "Dead 3", BOTH }, 33 { "Gesture", BOTH }, 34 { "Shoot", TORSO }, 35 { "Hit", TORSO }, 36 { "Drop Weapon", TORSO }, 37 { "Raise Weapon", TORSO }, 38 { "Stand With Weapon", TORSO }, 39 { "Stand with Gauntlet", TORSO }, 40 { "Crouched Walk", LEGS }, 41 { "Walk", LEGS }, 42 { "Run", LEGS }, 43 { "Backpedal", LEGS }, 44 { "Swim", LEGS }, 45 { "Jump Forward", LEGS }, 46 { "Land Forward", LEGS }, 47 { "Jump Backward", LEGS }, 48 { "Land Backward", LEGS }, 49 { "Stand Idle", LEGS }, 50 { "Crouched Idle", LEGS }, 51 { "Turn In Place", LEGS } 52 }; 53 23 54 24 55 /** -
branches/bsp_model/src/lib/graphics/importer/md3/md3_animation.h
r8525 r8526 12 12 13 13 14 typedef enum AnimationType {14 typedef enum MD3AnimationType { 15 15 LEGS = 0, //!< animation only applicatble to the legs. top level model loaded from lower.md3 16 16 TORSO, //!< animation only applicatboe to the torso. normaly loaded from upper.md3 … … 20 20 NUM_ANIMATION_TYPE //!< number of animations 21 21 }; 22 23 24 typedef struct MD3AnimationMap { 25 std::string animationName; 26 MD3AnimationType animationType; 27 }; 28 29 22 30 23 31 … … 35 43 void init(); 36 44 37 std::string toString() { return std::string("Name: " + this->name); } 45 std::string toString() 46 { 47 return std::string("Name: " + this->name); 48 } 38 49 39 50 40 51 public: 41 AnimationType type; //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS, BOTH)42 std::string name;//!< name of the animation52 MD3AnimationType type; //!< specifies for what parts of a model this animation is appilcable (e.g. LEGS) 53 std::string name; //!< name of the animation 43 54 44 int offset;//!< for LEGS animation, this is the offset value to skip TORSO frames45 int first;//!< first frame46 int numFrames;//!< the number of frames in the anumation. < 0 means that all available frames used47 int numLoopFrames;//!< number of looping frames48 int fps;//!< frames per second55 int offset; //!< for LEGS animation, this is the offset value to skip TORSO frames 56 int first; //!< first frame 57 int numFrames; //!< the number of frames in the anumation. < 0 means that all available frames used 58 int numLoopFrames; //!< number of looping frames 59 int fps; //!< frames per second 49 60 50 61 static MD3AnimationMap animationList[25]; //!< the animation list 51 62 }; 52 63
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