Commit 8165f844 authored by hybrid's avatar hybrid

Slight cleanup, bringing some things towards Irrlicht.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3696 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 2463db9b
This diff is collapsed.
......@@ -223,7 +223,7 @@ namespace scene
} PACK_STRUCT mstudiopivot_t;
// attachment
struct SHalfelifeAttachment
struct SHalflifeAttachment
{
c8 name[32];
s32 type;
......@@ -238,7 +238,7 @@ namespace scene
} PACK_STRUCT;
// animation frames
union SHalfelifeAnimationFrame
union SHalflifeAnimationFrame
{
struct {
u8 valid;
......@@ -487,7 +487,7 @@ namespace scene
public:
//! constructor
CAnimatedMeshHalfLife( );
CAnimatedMeshHalfLife();
//! destructor
virtual ~CAnimatedMeshHalfLife();
......@@ -539,7 +539,6 @@ namespace scene
//! return a Mesh per frame
SMesh MeshIPol;
ISceneManager *SceneManager;
SHalflifeHeader *Header;
......@@ -548,7 +547,6 @@ namespace scene
SHalflifeHeader *AnimationHeader[32]; // sequences named model01.mdl, model02.mdl
void initData ();
void freeModel ();
SHalflifeHeader * loadModel( io::IReadFile* file, const io::path &filename );
bool postLoadModel( const io::path &filename );
......@@ -556,13 +554,12 @@ namespace scene
f32 CurrentFrame; // Current Frame
#define MOUTH_CONTROLLER 4
u8 BoneController[4 + 1 ]; // bone controllers + mouth position
u8 Blending[2]; // animation blending
u8 BoneController[4 + 1 ]; // bone controllers + mouth position
u8 Blending[2]; // animation blending
f32 SetController( s32 controllerIndex, f32 value );
u32 SkinGroupSelection; // skin group selection
u32 SkinGroupSelection; // skin group selection
u32 SetSkin( u32 value );
void initModel ();
......@@ -570,7 +567,6 @@ namespace scene
void ExtractBbox( s32 sequence, core::aabbox3df &box );
void setUpBones ();
SHalflifeAnimOffset * getAnim( SHalflifeSequence *seq );
void slerpBones( vec4_hl q1[], vec3_hl pos1[], vec4_hl q2[], vec3_hl pos2[], f32 s );
......@@ -578,8 +574,8 @@ namespace scene
vec4_hl BoneAdj;
void calcBoneAdj();
void calcBoneQuaternion( s32 frame, f32 s, SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *q ) const;
void calcBonePosition( s32 frame, f32 s, SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *pos ) const;
void calcBoneQuaternion(const s32 frame, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, const u32 j, f32& angle1, f32& angle2) const;
void calcBonePosition(const s32 frame, f32 s, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *pos ) const;
void buildVertices ();
......@@ -587,7 +583,6 @@ namespace scene
#define HL_TEXTURE_ATLAS
#ifdef HL_TEXTURE_ATLAS
STextureAtlas TextureAtlas;
video::ITexture *TextureMaster;
......@@ -605,13 +600,14 @@ namespace scene
CHalflifeMDLMeshFileLoader( scene::ISceneManager* smgr );
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
/** based on the file extension (e.g. ".bsp") */
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
/** \return Pointer to the created mesh. Returns 0 if loading failed.
If you no longer need the mesh, you should call IAnimatedMesh::drop().
See IReferenceCounted::drop() for more information.
*/
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
......
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