/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ICB_PX_BONES_H #define ICB_PX_BONES_H #include "engines/icb/common/px_common.h" namespace ICB { // maximum number of deformations #define MAX_DEFORMABLE_BONES 4 // the deformations being used (so standard across tools/engine... #define JAW_DEFORMATION 0 #define NECK_DEFORMATION 1 #define LOOK_DEFORMATION 2 #define SPARE_DEFORMATION 3 class BoneDeformation { public: BoneDeformation() { boneTarget.vx = boneTarget.vy = boneTarget.vz = boneValue.vx = boneValue.vy = boneValue.vz = 0; boneNumber = -1; } int16 boneNumber; int16 boneSpeed; SVECTOR boneValue; SVECTOR boneTarget; void UpdateBoneValue(int16 &v, int16 t); void Target0(); void Update(); }; } // End of namespace ICB #endif // _PX_BONES_H