ACE3/extensions/common/p3d/animation.hpp

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#pragma once
#include "shared.hpp"
#include "vector.hpp"
namespace ace {
namespace p3d {
class animate_bone {
public:
animate_bone() : index(-1) {}
int32_t index;
uint32_t lod;
ace::vector3<float> axis_direction;
ace::vector3<float> axis_position;
};
typedef std::shared_ptr<animate_bone> animate_bone_p;
class animation {
public:
animation();
animation(std::istream &, uint32_t);
~animation();
uint32_t type;
std::string name; // "RightDoor"
std::string source; // "rotor"
float min_value;
float max_value;
float min_phase;
float max_phase;
uint32_t junk;
uint32_t junk2;
uint32_t source_address;
float offset0;
float offset1;
float angle0;
float angle1;
float hide_value;
ace::vector3<float> direct_axis_pos;
ace::vector3<float> direct_axis_dir;
float direct_angle;
float direct_axis_offset;
std::vector<animate_bone_p> bones;
//uint32_t null;
//uint32_t floats_count; //always 2
//float *floats;
//float transforms[4];
//float angles[2];
//float offsets[2];
//float hide;
//ace::vector3<float> axis_pos;
//ace::vector3<float> axis_dir;
};
typedef std::shared_ptr<animation> animation_p;
}
}