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# /*==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 <http://www.gnu.org/licenses/>.
#
# 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
}