This structure defines the Actor's costume over an inteval of frames for each section of the costume timeline. It is used by all actors except the SKY and DIRECTOR actors that have their own doubly linked lists.
Definition at line 448 of file ASTRUCT.H.
Data Fields | |
char | name [255] |
The name of the file holding the costume. | |
char | effectname [255] |
The name of any animation effect used by this costume. | |
char * | effect |
The name of any Animation effect associated with this actor. | |
char * | xip |
If this is an Image Processing actor this string holdds the name of the effect. | |
struct Animator_OBJECT * | last |
doubly linked list pointer to previous object | |
struct Animator_OBJECT * | next |
doubly linked list pointer to next object | |
short | bWireframe |
Used to indicate that this costume is to only be represented by a wireframe approximation and not a full mesh (in the Animator's Windows. | |
short | firstframe |
The first frame of this segment of the timeline. | |
short | lastframe |
The last frame of this segment of the timeline. | |
short | type |
What type of Actor this costume is for NORMAL, ROBOT etc. | |
short | morph |
Indicated if the Actor's costume is morphing from a previous Keyframe. | |
short | morphNo |
NOT USED. | |
short | quick_only |
If != 0 then this actor is rendered in minimalist wireframe only in the Animator. | |
short | fileID |
A unique identifier for each original copy of the object (multile instances of object have same ID, so that multiple copies of object are not stored ). | |
short | in_ram |
This is ALWAYS set to 1 (it used to be used to cache large models to disk but this is no longer needed. All mesh models are now retained in RAM,. | |
awire | w_frame |
A wire frame for use a bounding box. | |
point * | points |
Array of vertices MAIN DATA FOR MESH OBJECT. | |
Sedge * | edges |
Array of edges MAIN DATA FOR MESH OBJECT. | |
long * | skid |
Array, one entry for each vertex identifies which skeleton node it is attached to (if any). | |
long | npoints |
For NORMAL actors (mesh models) this is the number of vertices in the model. | |
long | nedges |
For NORMAL actors this is the number of edges in the model. | |
long | nskeleton |
For ROBOT actors this is the number of bones in the skeleton. | |
point | origin |
Where is the 3D integer unit origin of a mesh object. | |
point | offset |
Where is the 3D offset point (integer units). | |
point | outline [8] |
Corners of the bounding box of the object. | |
short | groundtype |
For Ground Actors this gives their type (PLAIN/TEXTURED etc.). | |
short | lighttype |
type of light OMNIDIRECTION SPOTLIGHT NOSHADOW etc. | |
double | light_intensity |
light intensity [0 - 1] | |
short | depth_cue |
Is the light intgensity to fall off with distance. | |
double | depth_cue_c |
Light actor properties. | |
double | depth_cue_l |
Light actor properties. | |
double | depth_cue_q |
Light actor properties. | |
short | self_shadow |
This actor's self shadowing (ray tracing, spotlights etc. may be turned off. | |
short | cast_shadow |
This actor does or does not cast a shadow. | |
short | show_shadow |
Show or do not show the shadow of this object on ground. | |
unsigned char | colour [3] |
For actors like GROUND this holds their colour. | |
unsigned char | acolour [3] |
for actors like the GROUND this holds their secondary colour | |
skel * | skeleton |
pointer to skeleton structure | |
double * | v |
pointer to velocity array - for PATH actors | |
short | pathtype |
If this is a PATH actor this idetifies the type of path OPEN CLOSED etc. | |
short | npathpoints |
If this is a PATH actor this holds the number of pathpoints. | |
pathpoint * | firstpathpoint |
If this is a PATH actor, this is a pointer to their first pathpoint. | |
double | pathlength |
For PATH actors this holds the path length (in internal units). | |
int | npec |
Number of pathedit control points. | |
PATHEDITCONTROL * | pec |
Pointer to the list of pathedit control points. | |
double | gspec |
Present only for backwards compatibility. | |
double | gtran |
Present only for backwards compatibility. | |
double | grefl |
Present only for backwards compatibility. | |
double | gbump |
Present only for backwards compatibility. | |
HMODULE | hEffect |
Handle to any animation effect DLL that has been loaded. | |
long | nNurbs |
Number of NURBS patches in a NORMAL actor. | |
nurbs * | Nurbs |
NURBS patch data for any NURBS patches in OBJECT. | |
long | bIKchain |
NOT USED - indicates that this is an IK object (for future use). | |
RAMIMAGE | image |
Any image that is needed by this costume - only applies to Ground Actors. | |
ParticleSystem | particles |
If this is a particle system actor then this member provides the details. | |
double | groundTemperature |
degrees C | |
double | other_params [8] |
For future expansion. |
char name[255] |
The name of the file holding the costume.
Definition at line 449 of file ASTRUCT.H.
Referenced by _ExternalPreset(), ActorInfo(), CostumeInfo(), CreateCostume(), CreateVRMLfile(), EditObject(), EditObjectDlgProc(), ExportRobotSequence(), ImportRobotSequence(), LoadAnimationFile(), LoadAnimObject(), LoadMeshObject(), MakeScript(), ObjectExists(), PackAnimationFile(), ReplaceObjectFile(), ReplaceOneObjectFile(), SaveAnimationFile(), SaveAnimFile(), and StartDefault().
char effectname[255] |
The name of any animation effect used by this costume.
Definition at line 449 of file ASTRUCT.H.
Referenced by CreateCostume(), EditActorEffect(), EditObjectDlgProc(), LoadEffectLibrary(), and UnloadEffectLibrary().
char * effect |
The name of any Animation effect associated with this actor.
Definition at line 449 of file ASTRUCT.H.
Referenced by AddEffect(), CreateCostume(), DeleteEffect(), EditActorEffect(), EditObjectDlgProc(), GetCommand(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
char * xip |
If this is an Image Processing actor this string holdds the name of the effect.
Definition at line 449 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteCostume(), EditObject(), EditObjectXipDlgProc(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
struct Animator_OBJECT* last [read] |
doubly linked list pointer to previous object
Definition at line 453 of file ASTRUCT.H.
Referenced by CheckBoundingObject(), CreateCostume(), CreateIPointPath(), DeleteCostume(), DrawFullRobot(), DrawRobot(), EditObject(), EditObjectDlgProc(), EditObjectXipDlgProc(), GetTimeGapAtFrame(), ImportRobotSequence(), LoadAnimObject(), MakeScript(), NextKey(), and SetNumberOfFrames().
struct Animator_OBJECT* next [read] |
doubly linked list pointer to next object
Definition at line 454 of file ASTRUCT.H.
Referenced by ActorInfo(), CheckRecursiveFollow(), CopyPath(), CreateCostume(), CreateIPointPath(), CreateVRMLfile(), DeleteCostume(), DeleteRamFile(), DeleteRangeOfFrames(), DrawNode(), DrawViewRobot(), EditObject(), EditObjectDlgProc(), EditObjectXipDlgProc(), EditPathMovement(), ExportRobotKeyframes(), ExportRobotSequence(), get_centre_stage(), GetObjectAtFrame(), GetPathPosition(), GetTimeGapAtFrame(), GetTimelinesAtFrame(), InsertFrames(), LoadAnimObject(), LoadEffectLibrary(), MakeScript(), NextKey(), ObjectExists(), PackAnimationFile(), PickClosestNode(), PickClosestPathPoint(), PickNode(), ReplaceObjectFile(), SaveAnimationFile(), SaveAnimFile(), SetNumberOfFrames(), SetRobotToWalkPath(), ShiftAllKeys(), SkeletorOn(), and UnloadEffectLibrary().
short bWireframe |
Used to indicate that this costume is to only be represented by a wireframe approximation and not a full mesh (in the Animator's Windows.
Definition at line 455 of file ASTRUCT.H.
Referenced by CreateCostume(), EditObjectDlgProc(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
short firstframe |
The first frame of this segment of the timeline.
Definition at line 456 of file ASTRUCT.H.
Referenced by ActorInfo(), AnimatorTriViewWndProc(), CheckBoundingObject(), CheckRecursiveFollow(), CopyPath(), CreateCostume(), CreateVRMLfile(), DeleteCostume(), DeleteRangeOfFrames(), DrawFullRobot(), DrawNode(), DrawRobot(), DrawViewRobot(), EditObjectDlgProc(), EditObjectXipDlgProc(), EditPathMovement(), ExportRobotSequence(), get_centre_stage(), GetObjectAtFrame(), GetPathPosition(), GetTimeGapAtFrame(), GetTimelinesAtFrame(), ImportRobotSequence(), InsertFrames(), LoadAnimObject(), MakeScript(), ParticleDlgProc(), PickClosestNode(), PickClosestPathPoint(), PickNode(), ReplaceOneObjectFile(), SaveAnimationFile(), SaveAnimFile(), SetNumberOfFrames(), SetRobotToWalkPath(), and ShiftAllKeys().
short lastframe |
The last frame of this segment of the timeline.
Definition at line 456 of file ASTRUCT.H.
Referenced by AnimatorTriViewWndProc(), CheckBoundingObject(), CreateCostume(), CreateIPointPath(), DeleteCostume(), DeleteNode(), DeleteRangeOfFrames(), DrawFullRobot(), DrawRobot(), EditObject(), EditObjectDlgProc(), EditObjectXipDlgProc(), EditPathMovement(), ExportRobotKeyframes(), ExportRobotSequence(), GetPathPosition(), GetTimeGapAtFrame(), ImportRobotSequence(), InsertFrames(), LoadAnimObject(), MakeScript(), NextKey(), ParticleDlgProc(), ReplaceOneObjectFile(), SaveAnimationFile(), SaveAnimFile(), SetNumberOfFrames(), SetRobotToWalkPath(), ShiftAllKeys(), Skeletor(), and SkeletorOn().
short type |
What type of Actor this costume is for NORMAL, ROBOT etc.
Definition at line 458 of file ASTRUCT.H.
Referenced by _ExternalPreset(), ActorInfo(), AddOnlyNewNode(), AddQuickActor(), AnimatorStartup(), AnimatorTriViewWndProc(), CostumeInfo(), CreateCostume(), CreateVRMLfile(), DrawNode(), EditObject(), EditObjectDlgProc(), ExportRobotKeyframes(), get_centre_stage(), GetPathPosition(), InsertFrames(), LoadAnimationFile(), LoadAnimObject(), MakeScript(), PickClosestNode(), PickClosestPathPoint(), PickNode(), ReplaceObjectFile(), ReplaceOneObjectFile(), SaveAnimationFile(), SetNumberOfFrames(), and StartDefault().
short morph |
Indicated if the Actor's costume is morphing from a previous Keyframe.
Definition at line 459 of file ASTRUCT.H.
Referenced by _ExternalPreset(), ActorInfo(), AddOnlyNewNode(), CheckBoundingObject(), CostumeInfo(), CreateCostume(), EditObject(), EditObjectDlgProc(), EditObjectXipDlgProc(), ImportRobotSequence(), LoadAnimationFile(), LoadAnimObject(), MakeScript(), and SaveAnimationFile().
short morphNo |
NOT USED.
Definition at line 459 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), and SaveAnimationFile().
short quick_only |
If != 0 then this actor is rendered in minimalist wireframe only in the Animator.
Definition at line 459 of file ASTRUCT.H.
Referenced by ActorInfo(), CreateCostume(), DrawNode(), and PickClosestNode().
short fileID |
A unique identifier for each original copy of the object (multile instances of object have same ID, so that multiple copies of object are not stored ).
Definition at line 462 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteCostume(), DeleteRamFile(), LoadAnimationFile(), LoadMeshObject(), ObjectExists(), PackAnimationFile(), ReplaceObjectFile(), and SaveAnimationFile().
short in_ram |
This is ALWAYS set to 1 (it used to be used to cache large models to disk but this is no longer needed. All mesh models are now retained in RAM,.
Definition at line 463 of file ASTRUCT.H.
Referenced by CheckBoundingObject(), CreateCostume(), DeleteRamFile(), DrawFullRobot(), LoadMeshObject(), and ReplaceObjectFile().
A wire frame for use a bounding box.
Definition at line 464 of file ASTRUCT.H.
Referenced by CheckBoundingObject(), CreateCostume(), DeleteRamFile(), LoadMeshObject(), and ReplaceObjectFile().
Array of vertices MAIN DATA FOR MESH OBJECT.
Definition at line 465 of file ASTRUCT.H.
Referenced by _ExternalPreset(), CheckBoundingObject(), CreateCostume(), DeleteRamFile(), DrawFullRobot(), LoadMeshObject(), and ReplaceObjectFile().
Array of edges MAIN DATA FOR MESH OBJECT.
Definition at line 466 of file ASTRUCT.H.
Referenced by CheckBoundingObject(), CreateCostume(), DeleteRamFile(), LoadMeshObject(), and ReplaceObjectFile().
long* skid |
Array, one entry for each vertex identifies which skeleton node it is attached to (if any).
Definition at line 467 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteRamFile(), DrawFullRobot(), LoadMeshObject(), and ReplaceObjectFile().
long npoints |
For NORMAL actors (mesh models) this is the number of vertices in the model.
Definition at line 468 of file ASTRUCT.H.
Referenced by _ExternalPreset(), CheckBoundingObject(), CreateCostume(), DeleteRamFile(), DrawFullRobot(), LoadMeshObject(), and ReplaceObjectFile().
long nedges |
For NORMAL actors this is the number of edges in the model.
Definition at line 468 of file ASTRUCT.H.
Referenced by _ExternalPreset(), CheckBoundingObject(), CreateCostume(), DeleteRamFile(), LoadMeshObject(), and ReplaceObjectFile().
long nskeleton |
For ROBOT actors this is the number of bones in the skeleton.
Definition at line 468 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteRamFile(), DrawFullRobot(), DrawRobot(), DrawViewRobot(), EditObject(), ExportRobotSequence(), get_centre_stage(), ImportRobotSequence(), InterpolateRobot(), LoadAnimationFile(), LoadMeshObject(), ReplaceObjectFile(), ReplaceOneObjectFile(), SaveAnimationFile(), UpdateRobot(), and WriteRobot().
Where is the 3D integer unit origin of a mesh object.
Definition at line 471 of file ASTRUCT.H.
Referenced by _ExternalPreset(), CheckBoundingObject(), CreateCostume(), DrawFullRobot(), LoadAnimationFile(), LoadMeshObject(), ReplaceObjectFile(), and SaveAnimationFile().
Where is the 3D offset point (integer units).
Definition at line 471 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), LoadMeshObject(), and ReplaceObjectFile().
Corners of the bounding box of the object.
Definition at line 473 of file ASTRUCT.H.
Referenced by CheckBoundingObject(), EditObject(), get_centre_stage(), LoadAnimationFile(), LoadMeshObject(), ReplaceObjectFile(), SaveAnimationFile(), and StartDefault().
short groundtype |
For Ground Actors this gives their type (PLAIN/TEXTURED etc.).
Definition at line 474 of file ASTRUCT.H.
Referenced by _ExternalPreset(), ActorInfo(), CostumeInfo(), CreateCostume(), EditObject(), LoadAnimationFile(), MakeScript(), SaveAnimationFile(), and StartDefault().
short lighttype |
type of light OMNIDIRECTION SPOTLIGHT NOSHADOW etc.
Definition at line 475 of file ASTRUCT.H.
Referenced by _ExternalPreset(), ActorInfo(), CostumeInfo(), CreateCostume(), CreateVRMLfile(), DrawNode(), EditObject(), LoadAnimationFile(), MakeScript(), SaveAnimationFile(), and StartDefault().
double light_intensity |
light intensity [0 - 1]
Definition at line 476 of file ASTRUCT.H.
Referenced by CreateCostume(), and MakeScript().
short depth_cue |
Is the light intgensity to fall off with distance.
Definition at line 477 of file ASTRUCT.H.
Referenced by CreateCostume(), DrawNode(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
double depth_cue_c |
Light actor properties.
Definition at line 478 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
double depth_cue_l |
Light actor properties.
Definition at line 478 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
double depth_cue_q |
Light actor properties.
Definition at line 478 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
short self_shadow |
This actor's self shadowing (ray tracing, spotlights etc. may be turned off.
Definition at line 481 of file ASTRUCT.H.
Referenced by CreateCostume(), EditObjectDlgProc(), GetCommand(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
short cast_shadow |
This actor does or does not cast a shadow.
Definition at line 481 of file ASTRUCT.H.
Referenced by CreateCostume(), EditObjectDlgProc(), GetCommand(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
short show_shadow |
Show or do not show the shadow of this object on ground.
Definition at line 481 of file ASTRUCT.H.
Referenced by CreateCostume(), EditObjectDlgProc(), GetCommand(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
unsigned char colour[3] |
For actors like GROUND this holds their colour.
Definition at line 484 of file ASTRUCT.H.
Referenced by _ExternalPreset(), CreateCostume(), CreateVRMLfile(), EditObject(), LoadAnimationFile(), MakeScript(), SaveAnimationFile(), and StartDefault().
unsigned char acolour[3] |
for actors like the GROUND this holds their secondary colour
Definition at line 484 of file ASTRUCT.H.
Referenced by _ExternalPreset(), CreateCostume(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
pointer to skeleton structure
Definition at line 486 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteRamFile(), DrawFullRobot(), DrawRobot(), DrawViewRobot(), EditObject(), ExportRobotSequence(), get_centre_stage(), ImportRobotSequence(), InterpolateRobot(), LoadAnimationFile(), LoadMeshObject(), ReplaceObjectFile(), ReplaceOneObjectFile(), SaveAnimationFile(), Skeletor(), UpdateRobot(), and WriteRobot().
double* v |
pointer to velocity array - for PATH actors
Definition at line 487 of file ASTRUCT.H.
Referenced by ClipObject(), CreateCostume(), DeleteCostume(), EditObjectDlgProc(), GetPathPosition(), InsertFrames(), LoadAnimationFile(), SaveAnimationFile(), and SetNumberOfFrames().
short pathtype |
If this is a PATH actor this idetifies the type of path OPEN CLOSED etc.
Definition at line 488 of file ASTRUCT.H.
Referenced by ActorInfo(), CopyPath(), CostumeInfo(), CreateCostume(), CreateIPointPath(), DeletePathPoint(), DrawPath(), EditPathMovement(), EditPathOff(), GetPathPosition(), GetPathPositionAtDistance(), LoadAnimationFile(), ReversePathDirection(), SaveAnimationFile(), and SetRobotToWalkPath().
short npathpoints |
If this is a PATH actor this holds the number of pathpoints.
Definition at line 488 of file ASTRUCT.H.
Referenced by CopyPath(), CreateCostume(), CreatePathPoint(), DeletePathPoint(), DrawPath(), EditPathOff(), GetPathPositionAtDistance(), LoadAnimationFile(), ReversePathDirection(), SaveAnimationFile(), and SetRobotToWalkPath().
If this is a PATH actor, this is a pointer to their first pathpoint.
Definition at line 490 of file ASTRUCT.H.
Referenced by CopyPath(), CreateCostume(), CreateIPointPath(), DeleteCostume(), DrawNode(), DrawPath(), EditPathOff(), get_centre_stage(), GetPathPosition(), GetPathPositionAtDistance(), LoadAnimationFile(), PickClosestNode(), PickClosestPathPoint(), ReversePathDirection(), SaveAnimationFile(), SetRobotToWalkPath(), and SnapTo().
double pathlength |
For PATH actors this holds the path length (in internal units).
Definition at line 491 of file ASTRUCT.H.
Referenced by CreateCostume(), EditObjectDlgProc(), EditPathOff(), GetPathPosition(), InsertFrames(), LoadAnimationFile(), SaveAnimationFile(), and SetNumberOfFrames().
int npec |
Number of pathedit control points.
Definition at line 492 of file ASTRUCT.H.
Referenced by CreateCostume(), EditPathMovement(), LoadAnimationFile(), ReTweenVelocity(), and SaveAnimationFile().
Pointer to the list of pathedit control points.
Definition at line 493 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteCostume(), EditPathMovement(), LoadAnimationFile(), ReTweenVelocity(), and SaveAnimationFile().
double gspec |
Present only for backwards compatibility.
Definition at line 494 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), and SaveAnimationFile().
double gtran |
Present only for backwards compatibility.
Definition at line 494 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), and SaveAnimationFile().
double grefl |
Present only for backwards compatibility.
Definition at line 494 of file ASTRUCT.H.
Referenced by CreateCostume(), CreateVRMLfile(), LoadAnimationFile(), MakeScript(), and SaveAnimationFile().
double gbump |
Present only for backwards compatibility.
Definition at line 494 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), and SaveAnimationFile().
HMODULE hEffect |
Handle to any animation effect DLL that has been loaded.
Definition at line 498 of file ASTRUCT.H.
Referenced by CreateCostume(), EditActorEffect(), LoadEffectLibrary(), and UnloadEffectLibrary().
long nNurbs |
Number of NURBS patches in a NORMAL actor.
Definition at line 499 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteRamFile(), LoadMeshObject(), and ReplaceObjectFile().
NURBS patch data for any NURBS patches in OBJECT.
Definition at line 500 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteRamFile(), LoadMeshObject(), and ReplaceObjectFile().
long bIKchain |
NOT USED - indicates that this is an IK object (for future use).
Definition at line 501 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteRamFile(), LoadMeshObject(), and ReplaceObjectFile().
Any image that is needed by this costume - only applies to Ground Actors.
Definition at line 502 of file ASTRUCT.H.
Referenced by CreateCostume(), DeleteCostume(), EditGroundDialog(), LoadMeshObject(), and MakeScript().
If this is a particle system actor then this member provides the details.
Definition at line 503 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), MakeScript(), ParticleDlgProc(), and SaveAnimationFile().
double groundTemperature |
degrees C
Definition at line 504 of file ASTRUCT.H.
Referenced by CreateCostume(), EditObject(), LoadAnimationFile(), MakeScript(), SaveAnimationFile(), and StartDefault().
double other_params[8] |
For future expansion.
Definition at line 504 of file ASTRUCT.H.
Referenced by CreateCostume(), LoadAnimationFile(), and SaveAnimationFile().