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Anim_Testmodel.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __ANIM_TESTMODEL_H__
30 #define __ANIM_TESTMODEL_H__
31 
32 /*
33 ==============================================================================================
34 
35  idTestModel
36 
37 ==============================================================================================
38 */
39 
40 class idTestModel : public idAnimatedEntity {
41 public:
43 
44  idTestModel();
45  ~idTestModel();
46 
47  void Save( idSaveGame *savefile );
48  void Restore( idRestoreGame *savefile );
49 
50  void Spawn( void );
51 
52  virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
53 
54  void NextAnim( const idCmdArgs &args );
55  void PrevAnim( const idCmdArgs &args );
56  void NextFrame( const idCmdArgs &args );
57  void PrevFrame( const idCmdArgs &args );
58  void TestAnim( const idCmdArgs &args );
59  void BlendAnim( const idCmdArgs &args );
60 
61  static void KeepTestModel_f( const idCmdArgs &args );
62  static void TestModel_f( const idCmdArgs &args );
63  static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
64  static void TestSkin_f( const idCmdArgs &args );
65  static void TestShaderParm_f( const idCmdArgs &args );
66  static void TestParticleStopTime_f( const idCmdArgs &args );
67  static void TestAnim_f( const idCmdArgs &args );
68  static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
69  static void TestBlend_f( const idCmdArgs &args );
70  static void TestModelNextAnim_f( const idCmdArgs &args );
71  static void TestModelPrevAnim_f( const idCmdArgs &args );
72  static void TestModelNextFrame_f( const idCmdArgs &args );
73  static void TestModelPrevFrame_f( const idCmdArgs &args );
74 
75 private:
81  int anim;
82  int headAnim;
83  int mode;
84  int frame;
85  int starttime;
86  int animtime;
87 
89 
90  virtual void Think( void );
91 
92  void Event_Footstep( void );
93 };
94 
95 #endif /* !__ANIM_TESTMODEL_H__*/
idAnimator * headAnimator
idAnim customAnim
void TestAnim(const idCmdArgs &args)
virtual void Think(void)
prefInfo callback
static void TestModelNextFrame_f(const idCmdArgs &args)
static void TestModelPrevAnim_f(const idCmdArgs &args)
static void TestModelNextAnim_f(const idCmdArgs &args)
GLdouble s
Definition: glext.h:2935
static void TestBlend_f(const idCmdArgs &args)
static void TestParticleStopTime_f(const idCmdArgs &args)
static void TestAnim_f(const idCmdArgs &args)
void PrevFrame(const idCmdArgs &args)
static void ArgCompletion_TestModel(const idCmdArgs &args, void(*callback)(const char *s))
static void TestModel_f(const idCmdArgs &args)
void Restore(idRestoreGame *savefile)
idEntityPtr< idEntity > head
void Event_Footstep(void)
void Save(idSaveGame *savefile)
static void TestModelPrevFrame_f(const idCmdArgs &args)
CLASS_PROTOTYPE(idTestModel)
static void TestShaderParm_f(const idCmdArgs &args)
static void ArgCompletion_TestAnim(const idCmdArgs &args, void(*callback)(const char *s))
void Spawn(void)
virtual bool ShouldConstructScriptObjectAtSpawn(void) const
void NextAnim(const idCmdArgs &args)
void BlendAnim(const idCmdArgs &args)
idList< copyJoints_t > copyJoints
Definition: Str.h:116
static void TestSkin_f(const idCmdArgs &args)
void PrevAnim(const idCmdArgs &args)
void NextFrame(const idCmdArgs &args)
Definition: Anim.h:280
idPhysics_Parametric physicsObj
static void KeepTestModel_f(const idCmdArgs &args)