LCOV - code coverage report
Current view: top level - source/graphics - SkeletonAnim.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 1 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 2 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2016 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : /*
      19             :  * Instance of CSkeletonAnimDef for application onto a model
      20             :  */
      21             : 
      22             : #ifndef INCLUDED_SKELETONANIM
      23             : #define INCLUDED_SKELETONANIM
      24             : 
      25             : #include "maths/BoundingBoxAligned.h"
      26             : 
      27             : class CSkeletonAnimDef;
      28             : 
      29             : 
      30             : ////////////////////////////////////////////////////////////////////////////////////////
      31             : // CSkeletonAnim: an instance of a CSkeletonAnimDef, for application onto a model
      32           0 : class CSkeletonAnim
      33             : {
      34             : public:
      35             :     // the name of the action which uses this animation (e.g. "idle")
      36             :     CStr m_Name;
      37             :     // the ID of this animation, to sync between props.
      38             :     CStr m_ID = "";
      39             :     // frequency of the animation
      40             :     int m_Frequency;
      41             :     // the raw animation frame data; may be NULL if this is a static 'animation'
      42             :     CSkeletonAnimDef* m_AnimDef;
      43             :     // speed at which this animation runs, as a factor of the AnimDef default speed
      44             :     // (treated as 0 if m_AnimDef == NULL)
      45             :     float m_Speed;
      46             :     // Times during the animation at which the interesting bits happen,
      47             :     // as msec times in the range [0, AnimDef->GetDuration],
      48             :     // or special value -1 if unspecified.
      49             :     // ActionPos is used for melee hits, projectile launches, etc.
      50             :     // ActionPos2 is used for loading projectile ammunition.
      51             :     float m_ActionPos;
      52             :     float m_ActionPos2;
      53             :     float m_SoundPos;
      54             :     // object space bounds of the model when this animation is applied to it
      55             :     CBoundingBoxAligned m_ObjectBounds;
      56             : };
      57             : 
      58             : #endif

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