# /*==LICENSE==* # # CyanWorlds.com Engine - MMOG client, server and tools # Copyright (C) 2011 Cyan Worlds, Inc. # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see . # # Additional permissions under GNU GPL version 3 section 7 # # If you modify this Program, or any covered work, by linking or # combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, # NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent # JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK # (or a modified version of those libraries), # containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, # PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG # JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the # licensors of this Program grant you additional # permission to convey the resulting work. Corresponding Source for a # non-source form of such a combination shall include the source code for # the parts of OpenSSL and IJG JPEG Library used as well as that of the covered # work. # # You can contact Cyan Worlds, Inc. by email legal@cyan.com # or by snail mail at: # Cyan Worlds, Inc. # 14617 N Newport Hwy # Mead, WA 99021 # # *==LICENSE==*/ #=============================================== # Changing an SDL record? Be sure to leave the # legacy record intact and make changes in # a new copy of the record. - eap #=============================================== # # Animation State Description # # # Defines the state of an animation controller # STATEDESC AnimTimeConvert { VERSION 5 VAR INT flags[1] DEFAULT=0 VAR FLOAT lastStateAnimTime[1] DEFAULT=0 VAR FLOAT loopEnd[1] DEFAULT=0 VAR FLOAT loopBegin[1] DEFAULT=0 VAR FLOAT speed[1] DEFAULT=1 VAR CREATABLE speedEaseCurve[1] VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0 VAR TIME lastStateChange[1] DEFAULT=0 } STATEDESC AnimTimeConvert { VERSION 6 VAR INT flags[1] DEFAULT=0 VAR FLOAT lastStateAnimTime[1] DEFAULT=0 VAR FLOAT loopEnd[1] DEFAULT=0 VAR FLOAT loopBegin[1] DEFAULT=0 VAR FLOAT speed[1] DEFAULT=1 VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0 VAR TIME lastStateChange[1] DEFAULT=0 } # # TOP LEVEL # Describes the state of an animated object (non-material) # STATEDESC AGMaster { VERSION 5 VAR $AnimTimeConvert atcs[] # variable length list VAR BYTE blends[] } # # TOP LEVEL # Describes the state of an animated layer # STATEDESC Layer { VERSION 6 VAR $AnimTimeConvert atc[1] VAR INT passThruChannels[1] DEFAULT=0 VAR FLOAT transform[] # Size will be 0 or 16, depending on whether we own the channel VAR BYTE channelData[] # A byte array for the channels below. Its size # will depend on the layer's fOwnedChannels. #VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1) #VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1) #VAR RGB8 ambientColor[1] DEFAULT=(1,1,1) #VAR BYTE opacity[1] DEFAULT=255 }