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FC1/CryAnimation/CryAnimationBase.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

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2.4 KiB
C++

//////////////////////////////////////////////////////////////////////
//
// Crytek Animation DLL source code
//
// File: CryAnimation.cpp
// Description :
// Defines the entry point for the DLL application.
// Implements the base class for major CryAnimation classes
//
// History:
// - September 10, 2001: Created by Vladimir Kajalin
// - August 15, 2002: Taken over by Sergiy Migdalskiy
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include <stdarg.h>
#include "CVars.h"
#include "CryCharManager.h"
#include "CryAnimationBase.h"
//#include "CryAnimation.h"
//////////////////////////////////////////////////////////////////////
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
// cached interfaces - valid during the whole session, when the character manager is alive; then get erased
ISystem* g_pISystem = NULL;
ITimer* g_pITimer = NULL;
ILog* g_pILog = NULL;
IConsole* g_pIConsole = NULL;
ICryPak* g_pIPak = NULL;
IStreamEngine* g_pIStreamEngine = NULL;;
IRenderer* g_pIRenderer = NULL;
IPhysicalWorld* g_pIPhysicalWorld = NULL;
I3DEngine* g_pI3DEngine = NULL;
// this is current frame id PLUS OR MINUS a few frames.
// can be used in places where it's really not significant for functionality but speed is a must.
int g_nFrameID = 0;
// this is true when the game runs in such a mode that requires all bones be updated every frame
bool g_bUpdateBonesAlways = false;
bool g_bProfilerOn = false;
// the cached console variable interfaces that are valid when the CryCharManager singleton is alive
CryAnimVars* g_pCVariables = NULL;
double g_dTimeAnimLoadBind;
double g_dTimeAnimLoadBindPreallocate;
double g_dTimeAnimLoadBindNoCal;
double g_dTimeAnimLoadBindWithCal;
double g_dTimeGeomLoad;
double g_dTimeGeomPostInit;
double g_dTimeShaderLoad;
double g_dTimeGeomChunkLoad;
double g_dTimeGeomChunkLoadFileIO;
double g_dTimeGenRenderArrays;
double g_dTimeAnimBindControllers;
double g_dTimeAnimLoadFile;
double g_dTimeTest1;
double g_dTimeTest2;
double g_dTimeTest3;
double g_dTimeTest4;
int g_CpuFlags;
double g_SecondsPerCycle;
// the number of animations that were loaded asynchronously
// (one animation can be counted several times if it has been loaded/unloaded)
unsigned g_nAsyncAnimCounter = 0;
// this is the sum of all delays between animation load and animation load finish, in frames
unsigned g_nAsyncAnimFrameDelays = 0;