support loading of multiple animations in a Model

This commit is contained in:
Chris Danford
2003-06-07 18:09:20 +00:00
parent 9e1e850072
commit 739cc6d38b
4 changed files with 107 additions and 220 deletions
+13 -2
View File
@@ -34,12 +34,18 @@ DancingCharacters::DancingCharacters()
{
m_Character[PLAYER_1].SetX( MODEL_X[PLAYER_1] );
m_Character[PLAYER_1].LoadMilkshapeAscii( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0000\\model.txt" );
m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "rest", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\rest.bones.txt" );
m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "warmup", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\warmup.bones.txt" );
m_Character[PLAYER_1].LoadMilkshapeAsciiBones( "default", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
m_Character[PLAYER_1].PlayAnimation( "rest" );
this->AddChild( &m_Character[PLAYER_1] );
m_Character[PLAYER_2].SetX( MODEL_X[PLAYER_2] );
m_Character[PLAYER_2].LoadMilkshapeAscii( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\char0011\\model.txt" );
m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0002.bones.txt" );
m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "rest", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\rest.bones.txt" );
m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "warmup", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\warmup.bones.txt" );
m_Character[PLAYER_2].LoadMilkshapeAsciiBones( "default", "C:\\My Documents\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\dance0001.bones.txt" );
m_Character[PLAYER_2].PlayAnimation( "rest" );
this->AddChild( &m_Character[PLAYER_2] );
StartCameraSweep();
@@ -49,6 +55,11 @@ DancingCharacters::DancingCharacters()
void DancingCharacters::Update( float fDelta )
{
ActorFrame::Update( fDelta );
if( PREFSMAN->m_bShowDancingCharacters )
{
}
// update camera sweep
m_fSecsIntoSweep += fDelta;