class CAnimation;
CryCharAnimationParams.h
int16 m_animationId;
f32 m_currentSegmentExpectedDurationSeconds;
uint8 m_currentSegmentIndex[2];
uint8 m_currentSegmentIndexPrev[2];
uint16 m_DynFlags[2];
f32 m_expectedTotalDurationSeconds;
f32 m_fAnimTime[2];
This is a percentage value between 0-1 for the current segment
f32 m_fAnimTimePrev[2];
This is a percentage value between 0-1 for the current segment
f32 m_fCurrentDeltaTime;
This is the delta in normalized segment time
f32 m_fPlaybackScale;
multiplier for animation-update.
f32 m_fPlaybackWeight;
multiplier for the additive weight
f32 m_fStartTime;
keytime[0-1]. can be used to start a transition animation.
f32 m_fTransitionPriority;
Motion priority: a value of '1' is overwriting all other motion in the queue
f32 m_fTransitionTime;
transition time between two animations.
f32 m_fTransitionWeight;
This is the real percentage value for all active motions in the transition queue
f32 m_fUserData[NUM_ANIMATION_USER_DATA_SLOTS];
a set of weights that are blended together just like the animation is, for calling code's benefit
uint32 m_nStaticFlags;
static animation-flags (needs to be a 32-bit register)
uint32 m_nUserToken;
Token specified by the animation calling code for it's own benefit.
SParametricSampler* m_pParametricSampler;
virtual ~CAnimation();
CAnimation();
void ClearActivated();
check with game-team if really needed
void ClearAnimEventsEvaluated();
void ClearStaticFlag(uint32 nStaticFlags);
check with game-team if really needed
int16 GetAnimationId() const;
f32 GetCurrentSegmentExpectedDurationSeconds() const;
virtual uint8 GetCurrentSegmentIndex() const;
f32 GetCurrentSegmentNormalizedTime() const;
f32 GetCurrentSegmentNormalizedTimeDelta() const;
f32 GetCurrentSegmentNormalizedTimePrevious() const;
See Get/SetAnimationNormalizedTime and Get/SetLayerNormalizedTime functions in ISkeletonAnim to get or set the real normalized time of an animation taking its segmentation into account.
uint32 GetEndOfCycle() const;
f32 GetExpectedTotalDurationSeconds() const;
uint32 GetLoop() const;
void GetMemoryUsage(ICrySizer* pSizer) const;
SParametricSampler* GetParametricSampler();
const SParametricSampler* GetParametricSampler() const;
f32 GetPlaybackScale() const;
f32 GetPlaybackWeight() const;
uint32 GetRemoveFromQueue() const;
uint32 GetRepeat() const;
f32 GetTransitionPriority() const;
f32 GetTransitionTime() const;
f32 GetTransitionWeight() const;
uint32 GetUserToken() const;
uint32 GetUseTimeWarping() const;
bool HasStaticFlag(uint32 animationFlag) const;
bool HasUserToken(uint32 userToken) const;
uint32 IsActivated() const;
void Serialize(TSerialize ser);
void SetCurrentSegmentExpectedDurationSeconds(f32 expectedDurationSeconds);
void SetCurrentSegmentNormalizedTime(f32 normalizedSegmentTime);
void SetCurrentSegmentNormalizedTimePrevious(f32 normalizedSegmentTime);
void SetExpectedTotalDurationSeconds(f32 expectedDurationSeconds);
void SetPlaybackScale(f32 playbackScale);
void SetPlaybackWeight(f32 playbackWeight);
void SetStaticFlag(uint32 nStaticFlags);
check with game-team if really needed
void SetTransitionPriority(f32 transitionPriority);
void SetTransitionTime(f32 transitionTime);
void SetTransitionWeight(f32 transitionWeight);
void SetUserToken(uint32 nUserToken);
friend class CSkeletonAnim;
friend class CTransitionQueue;