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81 lines
2.9 KiB
C++
81 lines
2.9 KiB
C++
//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: SkeletonComponent.h
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//* OWNER: Gary Jesdanun
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//* CREATION DATE: 10/17/2002
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//****************************************************************************
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#ifndef __COMPONENTS_SKELETONCOMPONENT_H__
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#define __COMPONENTS_SKELETONCOMPONENT_H__
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#include <core/defines.h>
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#include <core/support.h>
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#include <gel/object/basecomponent.h>
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// Just thinking about it - a generic way of accessing the component
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#define CRC_SKELETON CRCD(0x222756d5,"Skeleton")
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#define GetSkeletonComponent() ((Obj::CSkeletonComponent*)GetComponent(CRC_SKELETON))
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#define GetSkeletonComponentFromObject(pObj) ((Obj::CSkeletonComponent*)(pObj)->GetComponent(CRC_SKELETON))
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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namespace Gfx
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{
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class CSkeleton;
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}
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namespace Script
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{
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class CScript;
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class CStruct;
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}
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namespace Obj
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{
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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class CSkeletonComponent : public CBaseComponent
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{
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public:
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CSkeletonComponent();
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virtual ~CSkeletonComponent();
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public:
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virtual void Update();
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virtual void InitFromStructure( Script::CStruct* pParams );
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EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
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static CBaseComponent* s_create();
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Gfx::CSkeleton* GetSkeleton();
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bool GetBonePosition( uint32 boneName, Mth::Vector* pBonePos );
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bool GetBoneWorldPosition( uint32 boneName, Mth::Vector* pBonePos );
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void SpawnTextureSplat( Mth::Vector& pos, uint32 bone_name_checksum, float size, float radius, float lifetime, float dropdown_length, const char *p_texture_name, bool trail, bool dropdown_vertical );
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void SpawnCompositeObject ( uint32 bone_name, Script::CArray* pArray, Script::CStruct* pParams, float object_vel_factor, Mth::Vector& relative_vel, Mth::Vector& relative_rotvel, Mth::Vector& offset );
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protected:
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void init_skeleton( uint32 skeleton_name );
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protected:
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Gfx::CSkeleton* mp_skeleton;
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};
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}
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#endif
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