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Implemnt AC_SET_PASS and AC_RESET_PASS bone commands
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parent
7daf117744
commit
339490e3e9
3 changed files with 73 additions and 32 deletions
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@ -33,7 +33,9 @@ enum AnimationCommand
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AC_SEGS_START ,
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AC_FRM_SHOW ,
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AC_SND_PLAY ,
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AC_SEGS_STOP
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AC_SEGS_STOP,
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AC_SET_PASS,
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AC_RESET_PASS,
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};
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class ParticleEffect;
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@ -80,7 +82,7 @@ public:
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Vector segmentOffset;
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bool fileRenderQuad;
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int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
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protected:
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int minDist, maxDist, reverse;
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@ -131,6 +133,7 @@ public:
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class Animation
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{
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public:
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Animation();
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std::string name;
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typedef std::vector <SkeletalKeyframe> Keyframes;
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Keyframes keyframes;
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@ -146,6 +149,7 @@ public:
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int getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
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int getNumKeyframes();
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void reverse();
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bool resetPassOnEnd;
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};
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class SkeletalSprite;
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@ -170,6 +174,8 @@ public:
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float transitionAnimate(std::string anim, float time, int loop);
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void setTimeMultiplier(float t);
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bool isAnimating();
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bool contains(const Bone *b) const;
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void resetPass();
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//float lerp(float v1, float v2, float dt, int lerpType);
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//----
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