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SkinnedVisObj.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\SkinnedVisObj.h
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#pragma once #include "precompiled.h" #include "CompoundVisObj.h" namespace GameFactory{ class SkinnedVisObj: public virtual CompoundVisObj { private: void buildPartFromBone(SceneNode* node); void buildPartFromBone(Node* parentNode, Node* bone); String getTransformedName(const String& originalName) const; bool mManualControl; #ifdef _GF_RECORD_BONES FILE* mFile; int mFrameNumber; #endif // _RECORD_BONES protected: SceneNode* mSceneNode; MyListNonRemovable
mEntityPool; Entity* mMainEntity; //String mName; public: class Animation{ private: MyListNonRemovable
mStatePool; //MyListNonRemovable
* mEntityPool; //String mName; public: Animation(MyListNonRemovable
& entityPool, const String& name); ~Animation(); void SetEnabled(bool enabled); void AddTime(Real time); //void SetManualControl(bool enabled,MyListNonRemovable
& visObjOrderPool); }; SkinnedVisObj(const String& resourceName); virtual ~SkinnedVisObj(); void SetAnimation(SkinnedVisObj::Animation* animation); void SetNoAnimation(); void SetManualControl(bool manualControl); SkinnedVisObj::Animation* GetAnimation(const String& name); virtual void FrameMove(Real elapsedTime); protected: SkinnedVisObj::Animation* mCurAnimation; MyHashTable
mAnimationPool; }; }
SkinnedVisObj.h
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