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G3D::MD2Model::Pose Class Reference

#include <MD2Model.h>

List of all members.

Public Member Functions

bool completelyDead () const
void doSimulation (GameTime deltaTime, bool crouching, bool movingForward, bool movingBackward, bool attack, bool jump, bool flip, bool salute, bool fallback, bool wave, bool point, bool death1, bool death2, bool death3, bool pain1, bool pain2, bool pain3)
void onSimulation (GameTime deltaTime, const Action &a)
bool operator!= (const Pose &other) const
bool operator== (const Pose &other) const
 Pose (Animation a, GameTime t=0)
 Pose ()

Public Attributes

Animation animation
int preFrameNumber
GameTime time

Classes

struct  Action


Constructor & Destructor Documentation

G3D::MD2Model::Pose::Pose (  )  [inline]

G3D::MD2Model::Pose::Pose ( Animation  a,
GameTime  t = 0 
) [inline]


Member Function Documentation

bool G3D::MD2Model::Pose::completelyDead (  )  const

True if the death animation has played and this object is now lying on the ground.

Typically used to decide when to remove dead bodies.

void G3D::MD2Model::Pose::doSimulation ( GameTime  deltaTime,
bool  crouching,
bool  movingForward,
bool  movingBackward,
bool  attack,
bool  jump,
bool  flip,
bool  salute,
bool  fallback,
bool  wave,
bool  point,
bool  death1,
bool  death2,
bool  death3,
bool  pain1,
bool  pain2,
bool  pain3 
)

void G3D::MD2Model::Pose::onSimulation ( GameTime  deltaTime,
const Action a 
)

Given a time and state flags indicating a character's desires, computes the new pose.

This may not be ideal for all applications; it is provided as a helper function.

If any death is triggered while crouching, the crouch death will be played instead.

Game logic should generally not use the JUMP animation, or the jump parameter to choosePose that triggers it. Instead, play the JUMP_UP animation when the character leaves the ground and the JUMP_DOWN animation when they hit it again.

bool G3D::MD2Model::Pose::operator!= ( const Pose other  )  const

bool G3D::MD2Model::Pose::operator== ( const Pose other  )  const


Member Data Documentation

When time is negative, this frame is blended into the first frame of the animation (which will occur at time 0) over PRE_BLEND_TIME.

This allows disjoint animations to be smoothly connected. MD2Model::choosePose will set time to -PRE_BLEND_TIME and set preFrame. If you are manually constructing a pose, MD2Model::getFrameNumber will return a value you can use.

Time since the start of the animation.

Animations loop, so times after the final animation frame time are allowed. This must be less than 100000.0.


The documentation for this class was generated from the following file:
Generated on Thu Aug 2 11:40:46 2007 for G3D by doxygen 1.5.2
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