📄 main.cpp
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#include "AnimController.h"
void main()
{
//
// ---- BEGIN STUB CODE -------
//
// Anim files should really be read from external data files,
// probably exported from 3D Studio Max or Maya.
// Hardcode a few for demo purposes.
AnimFileStruct animIdle;
strcpy(animIdle.szFileName, "idle.anm");
animIdle.eCategory = kACat_FullBody;
animIdle.nPriority = 0;
AnimFileStruct animWalk;
strcpy(animWalk.szFileName, "walk.anm");
animWalk.eCategory = kACat_FullBody;
animWalk.nPriority = 1;
AnimFileStruct animFidget;
strcpy(animFidget.szFileName, "fidget.anm");
animFidget.eCategory = kACat_LeftArm;
animFidget.nPriority = 2;
AnimFileStruct animAttack;
strcpy(animAttack.szFileName, "attack.anm");
animAttack.eCategory = kACat_UpperBody;
animAttack.nPriority = 5;
//
// ---- END STUB CODE -------
//
// This demonstrates how the controller decides which
// animations should be playing at any instant.
// The Print() function displays the currently playing
// animations in the order they would be processing
// the skeleton.
CAnimController animCtrl;
animCtrl.PlayAnim(&animIdle);
animCtrl.Print();
animCtrl.PlayAnim(&animWalk);
animCtrl.Print();
animCtrl.PlayAnim(&animFidget);
animCtrl.Print();
animCtrl.PlayAnim(&animAttack);
animCtrl.Print();
}
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