raSystem  1.0 bata
raAnimated.cpp
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1 #include "..\include\raMain.h"
2 
3 namespace System
4 {
6  {
7  m_pAnimation = NULL;
8  m_startKey = 0;
9  m_numKeys = 0;
10  }
11 
13  {
14  UINT aniFPS = m_pAnimation->m_pAnimationHeader->AnimationFPS;
15  UINT iTick = (UINT)(aniFPS * fTime);
16 
17  iTick = iTick % (m_numKeys - 1);
18  iTick += m_startKey;
19  return iTick;
20  }
21  void raAnimated::SetAnimation(UINT clip)
22  {
23  if(!m_pAnimation->m_pAnimationHeader) return;
24 
25  switch(clip)
26  {
27  case 0: //laufen
28  m_startKey = 442;
29  m_numKeys = 14;
30  break;
31  case 1: // Drehen
32  m_startKey = 1;
33  m_numKeys = 70;
34  break;
35  case 2: //BackFlip
36  m_startKey = 120;
37  m_numKeys = 80;
38  break;
39  case 3: //Kämpfen
40  m_startKey = 1164;
41  m_numKeys = 28;
42  break;
43  case 4: //Sterben
44  m_startKey = 622;
45  m_numKeys = 10;
46  break;
47  default:
48  m_startKey = 442;
49  m_numKeys = 14;
50  break;
51  }
52  }
53  //--------------------------
54  void raAnimatedNode::Update(raFrameMap &m_FrameData, float fRunTime, UINT subScriptionNo)
55  {
56  UINT iTick = GetAnimationKeyFromTime(fRunTime);
57  m_pAnimation->UpdateFrameData(iTick, subScriptionNo);
58 
59  raMatrix Identy = raMatrixIdentity();
60  TransformFrame(&Identy);
61  }
62 };
UINT GetAnimationKeyFromTime(float fTime)
Definition: raAnimated.cpp:12
raMatrix raMatrixIdentity()
Definition: raMatrix.h:211
std::map< LPCSTR, System::RAANIMATION_FRAME_DATA * > raFrameMap
Definition: raMain.h:157
void SetAnimation(UINT clip)
Definition: raAnimated.cpp:21
virtual void Update(raFrameMap &m_FrameData, float fTime, UINT subScriptionNo)
Definition: raAnimated.cpp:54