#=============================================== # 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 }