70 lines
2.5 KiB
C
70 lines
2.5 KiB
C
////////////////////////////////////////////////////////////////////////////
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//
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// Crytek Engine Source File.
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// Copyright (C), Crytek Studios, 2002.
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// -------------------------------------------------------------------------
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// File name: CryAnimationScriptCommands.h
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// Version: v1.00
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// Created: 1/15/2003 by Sergiy Migdalskiy
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// Compilers: Visual Studio.NET
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// Description: Declarations necessary for scripting extensions to the
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// Cry Character Animation subsyste.
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// -------------------------------------------------------------------------
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// Notes:
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// This file is separated from the ICryAnimation.h for the sake of fast
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// compilation: it's only used in the game code once, and in the animation
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// system once. When some additional extension is added to the animation
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// scripting interface, only this file is changed, and no need to recompile
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// the whole project
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//
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// History:
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//
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////////////////////////////////////////////////////////////////////////////
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#ifndef __CRY_ANIMATION_SCRIPT_COMMANDS_HDR__
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#define __CRY_ANIMATION_SCRIPT_COMMANDS_HDR__
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enum CryAnimationScriptCommandEnum
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{
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// Start emitting particles from all characters, for test
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CASCMD_TEST_PARTICLES = 0,
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// Stop emitting all particles on all characters
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CASCMD_STOP_PARTICLES = 1,
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// Dump animation memory usage
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CASCMD_DUMP_ANIMATIONS = 2,
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// Dump all loaded models
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CASCMD_DUMP_MODELS = 3,
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// Unload all animations that haven't been touched for the *(int*)pParams number of frames
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// if pParam == NULL, default number of frames should be used
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CASCMD_TRASH_ANIMATIONS = 4,
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// Unload the given animation (by the file name, may be without the path and extension)
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// (char*)pParams is the 0-terminated string with the animation file name
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CASCMD_UNLOAD_ANIMATION = 5,
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// cleans up the decals on all characters
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CASCMD_CLEAR_DECALS = 6,
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// dumps the decals for all characters
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CASCMD_DUMP_DECALS = 7,
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//starts many animations simultaneously; uses (CASCmdStartMultiAnims*)pParams param block
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CASCMD_START_MANY_ANIMS = 8,
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// draws (one-time) all the bones of all the characters in the system
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CASCMD_DEBUG_DRAW = 9,
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// dumps the ModelState info, used to hunt down the invisible guy bug
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CASCMD_DUMP_STATES = 10,
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// dumps all models into the special ASCII file
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CASCMD_EXPORT_MODELS_ASCII = 11
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};
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struct CASCmdStartAnim
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{
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const char* szAnimName;
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int nLayer;
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};
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struct CASCmdStartMultiAnims
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{
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const CASCmdStartAnim* pAnims;
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int numAnims;
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float fBlendTime;
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};
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#endif |