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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef DECAL_ANIM_H
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#define DECAL_ANIM_H
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namespace NLMISC
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{
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class CVector2f;
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}
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namespace NLGUI
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{
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class CLuaObject;
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}
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using namespace NLGUI;
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class CDecal;
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// TODO nico : this would fit nicely in the particle system animation system (would be more flexible)
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class CDecalAnim
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{
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public:
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std::string Texture;
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uint DurationInMs;
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//
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float EndScaleFactor;
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float EndAngleInDegrees;
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NLMISC::CRGBA StartDiffuse;
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NLMISC::CRGBA EndDiffuse;
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NLMISC::CRGBA StartEmissive;
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NLMISC::CRGBA EndEmissive;
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public:
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CDecalAnim();
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void updateDecal(const NLMISC::CVector2f &pos, float animRatio, CDecal &dest, float refScale) const;
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void buildFromLuaTable(CLuaObject &table);
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};
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#endif
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