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