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ryzom-core/code/ryzom/client/src/decal_anim.h

49 lines
1.4 KiB
C

15 years ago
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef DECAL_ANIM_H
#define DECAL_ANIM_H
namespace NLMISC
{
class CVector2f;
}
class CLuaObject;
class CDecal;
// TODO nico : this would fit nicely in the particle system animation system (would be more flexible)
class CDecalAnim
{
public:
std::string Texture;
uint DurationInMs;
//
float EndScaleFactor;
float EndAngleInDegrees;
NLMISC::CRGBA StartDiffuse;
NLMISC::CRGBA EndDiffuse;
NLMISC::CRGBA StartEmissive;
NLMISC::CRGBA EndEmissive;
public:
CDecalAnim();
void updateDecal(const NLMISC::CVector2f &pos, float animRatio, CDecal &dest, float refScale) const;
void buildFromLuaTable(CLuaObject &table);
};
#endif