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diguyMotionEngineSnapshot.h
Go to the documentation of this file.
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#ifndef __diguyMotionEngineSnapshot_H
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#define __diguyMotionEngineSnapshot_H
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#include <
diguy_vector_classes.h
>
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struct
BDI_DECLSPEC_diguy
diguyMotionEngineSnapshot
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{
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diguyMotionEngineSnapshot
() : m_current_action_name(NULL),
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m_arc_name(NULL),
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m_arc_next_name(NULL),
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m_is_transitioning(0),
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m_tstart(0.0f),
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m_tin(0.0f),
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m_tout(0.0f),
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m_progress(0.0f),
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m_arc_t(0.0f),
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m_blend_state(0),
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m_mid_point(0.0f),
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m_aim_axis_0(0.0f),
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m_aim_axis_1(0.0f),
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m_aim_amount(0.0f),
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m_reps(1)
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{
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;
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}
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// these aren't owned by the structure make sure swig can't leak or memory thrash these
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#ifdef SWIG
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%feature(
"immutable"
);
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#endif
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const
char
*
m_current_action_name
;
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const
char
*
m_desired_action_name
;
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const
char
*
m_arc_name
;
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const
char
*
m_arc_next_name
;
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#ifdef SWIG
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%feature(
"immutable"
,
""
);
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#endif
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int
m_action_from_index
;
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int
m_action_to_index
;
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int
m_is_transitioning
;
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float
m_tstart
;
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float
m_tin
;
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float
m_tout
;
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float
m_progress
;
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float
m_arc_t
;
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int
m_blend_state
;
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float
m_mid_point
;
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int
m_reps
;
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// aim data
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float
m_aim_amount
;
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float
m_aim_axis_0
;
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float
m_aim_axis_1
;
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diguyVec3f
m_aim_target
;
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// only needed for animation blend tree locomotions animations.
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diguyVec3f
m_animation_velocity
;
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diguyVec3f
m_animation_velocity_target
;
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diguyVec3f
m_animation_velocity_velocity
;
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};
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#endif
include
diguyMotionEngineSnapshot.h
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