doom3-bfg/neo/d3xp/anim/Anim_Testmodel.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __ANIM_TESTMODEL_H__
#define __ANIM_TESTMODEL_H__
/*
==============================================================================================
idTestModel
==============================================================================================
*/
class idTestModel : public idAnimatedEntity
{
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public:
CLASS_PROTOTYPE( idTestModel );
idTestModel();
~idTestModel();
void Save( idSaveGame* savefile );
void Restore( idRestoreGame* savefile );
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void Spawn();
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virtual bool ShouldConstructScriptObjectAtSpawn() const;
void NextAnim( const idCmdArgs& args );
void PrevAnim( const idCmdArgs& args );
void NextFrame( const idCmdArgs& args );
void PrevFrame( const idCmdArgs& args );
void TestAnim( const idCmdArgs& args );
void BlendAnim( const idCmdArgs& args );
static void KeepTestModel_f( const idCmdArgs& args );
static void TestModel_f( const idCmdArgs& args );
static void ArgCompletion_TestModel( const idCmdArgs& args, void( *callback )( const char* s ) );
static void TestSkin_f( const idCmdArgs& args );
static void TestShaderParm_f( const idCmdArgs& args );
static void TestParticleStopTime_f( const idCmdArgs& args );
static void TestAnim_f( const idCmdArgs& args );
static void ArgCompletion_TestAnim( const idCmdArgs& args, void( *callback )( const char* s ) );
static void TestBlend_f( const idCmdArgs& args );
static void TestModelNextAnim_f( const idCmdArgs& args );
static void TestModelPrevAnim_f( const idCmdArgs& args );
static void TestModelNextFrame_f( const idCmdArgs& args );
static void TestModelPrevFrame_f( const idCmdArgs& args );
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private:
idEntityPtr<idEntity> head;
idAnimator* headAnimator;
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idAnim customAnim;
idPhysics_Parametric physicsObj;
idStr animname;
int anim;
int headAnim;
int mode;
int frame;
int starttime;
int animtime;
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idList<copyJoints_t> copyJoints;
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virtual void Think();
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void Event_Footstep();
};
#endif /* !__ANIM_TESTMODEL_H__*/