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Implemnt AC_SET_PASS and AC_RESET_PASS bone commands

This commit is contained in:
fgenesis 2016-04-17 14:33:23 +02:00
commit 339490e3e9
3 changed files with 73 additions and 32 deletions

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@ -33,7 +33,9 @@ enum AnimationCommand
AC_SEGS_START ,
AC_FRM_SHOW ,
AC_SND_PLAY ,
AC_SEGS_STOP
AC_SEGS_STOP,
AC_SET_PASS,
AC_RESET_PASS,
};
class ParticleEffect;
@ -80,7 +82,7 @@ public:
Vector segmentOffset;
bool fileRenderQuad;
int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
protected:
int minDist, maxDist, reverse;
@ -131,6 +133,7 @@ public:
class Animation
{
public:
Animation();
std::string name;
typedef std::vector <SkeletalKeyframe> Keyframes;
Keyframes keyframes;
@ -146,6 +149,7 @@ public:
int getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
int getNumKeyframes();
void reverse();
bool resetPassOnEnd;
};
class SkeletalSprite;
@ -170,6 +174,8 @@ public:
float transitionAnimate(std::string anim, float time, int loop);
void setTimeMultiplier(float t);
bool isAnimating();
bool contains(const Bone *b) const;
void resetPass();
//float lerp(float v1, float v2, float dt, int lerpType);
//----