📄 c3danimation.h
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#ifndef __HEADER__3DANIMATION
#define __HEADER__3DANIMATION
#include <windows.h>
#include <stdio.h>
#include <D3DX9.h>
#include "Object3DClass.h"
const int g_iMaxObjects = 16;
const int g_iMaxKeys = 1024;
struct stKeyFrame
{
D3DXVECTOR3 m_vecRot;
D3DXVECTOR3 m_vecTrans;
D3DXVECTOR3 m_vecScale;
long m_lTimeDelay;
};
class C3DAnimation
{
public:
stKeyFrame *m_keyFrames[ g_iMaxObjects ][ g_iMaxKeys ];
Object3DClass *m_objObject[ g_iMaxObjects ];
char m_szObjectName[ g_iMaxObjects ][ 32 ];
int m_iNumFrames;
int m_iNumObjects;
char m_szAnimName[ 64 ];
int m_iCurFrame;
long m_lCurTime;
LPDIRECT3DDEVICE9 m_pd3dDevice;
C3DAnimation();
~C3DAnimation();
void vNewFrame( void );
int iNextFrame( void );
int iPrevFrame( void );
int iStartFrame( void );
int iNewObj( char *szObjName );
void vUpdateTrans( int iObj, int iKey, D3DXVECTOR3 vecTrans );
void vUpdateRot( int iObj, int iKey, D3DXVECTOR3 vecRot );
void vUpdateScale( int iObj, int iKey, D3DXVECTOR3 vecScale );
void vSave( char *szFileName );
void vLoad( char *szFileName );
void vSet3DDevice( LPDIRECT3DDEVICE9 pd3dDevice );
void vReset( void );
};
#endif
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