///////////////////////////////////////////////////////////////////////////////////////////////////// // // Crytek Character Animation source code // // History: // Created by Oscar Blasco // Taken over by Vladimir Kajalin, Andrey Honich // Taken over by Sergiy Migdalskiy // // This file contains definitions of static variables and tables used by the CryModel class // ///////////////////////////////////////////////////////////////////////////////////////////////////// #include "stdafx.h" #include "CryModel.h" // the static array of shadow volume vertices // this holds the vertices of a deformed characters between calls to Deform() // and functions that use its output; this avoids necessity to reallocate the array many times each frame //TFixedArray CryModel::g_arrShadowVolumeVerts ("CryModel.ShadowVolumeVerts"); // the following string tables are for recognition of different parts of the body // by the bone name. depending on this recognition, the damage will be calculated. const char *CryModel::g_szDamageBonesHead[] = { "Bip01 Neck", "Bip01 Neck1", "Bip01 Head", NULL }; // the following string tables are for recognition of different parts of the body // by the bone name. depending on this recognition, the damage will be calculated. const char *CryModel::g_szDamageBonesTorso[] = { "Bip01 Pelvis", "Bip01 Spine", "Bip01 Spine1", "Bip01 Spine2", NULL }; // the following string tables are for recognition of different parts of the body // by the bone name. depending on this recognition, the damage will be calculated. const char *CryModel::g_szDamageBonesArmL[] = { "Bip01 L Clavicle", "Bip01 L UpperArm", "Bip01 L Forearm", "Bip01 L Hand", "Bip01 L Finger0", "Bip01 L Finger01", "Bip01 L Finger1", "Bip01 L Finger11", "Bip01 L Finger2", "Bip01 L Finger21", NULL }; // the following string tables are for recognition of different parts of the body // by the bone name. depending on this recognition, the damage will be calculated. const char *CryModel::g_szDamageBonesArmR[] = { "Bip01 R Clavicle", "Bip01 R UpperArm", "Bip01 R Forearm", "Bip01 R Hand", "Bip01 R Finger0", "Bip01 R Finger01", "Bip01 R Finger1", "Bip01 R Finger11", "Bip01 R Finger2", "Bip01 R Finger21", NULL }; // the following string tables are for recognition of different parts of the body // by the bone name. depending on this recognition, the damage will be calculated. const char *CryModel::g_szDamageBonesLegL[] = { "Bip01 L Thigh", "Bip01 L Calf", "Bip01 L Foot", "Bip01 L Toe0", NULL }; // the following string tables are for recognition of different parts of the body // by the bone name. depending on this recognition, the damage will be calculated. const char *CryModel::g_szDamageBonesLegR[] = { "Bip01 R Thigh", "Bip01 R Calf", "Bip01 R Foot", "Bip01 R Toe0", NULL };