Animator_OBJECT Struct Reference
[Animator]


Detailed Description

The main animator object structure.

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_OBJECTlast
 doubly linked list pointer to previous object
struct Animator_OBJECTnext
 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.
pointpoints
 Array of vertices MAIN DATA FOR MESH OBJECT.
Sedgeedges
 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
skelskeleton
 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.
pathpointfirstpathpoint
 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.
PATHEDITCONTROLpec
 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.
nurbsNurbs
 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.

Field Documentation

char name[255]

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]

struct Animator_OBJECT* next [read]

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

short lastframe

short type

short morph

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

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().

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().

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

short npathpoints

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().

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().


The documentation for this struct was generated from the following file:

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