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

101 lines
2.8 KiB
C++

/////////////////////////////////////////////////////////////////////////////////////////////////////
//
// 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<float> 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
};