//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "VHumanoidActorAnimationController.h" //----------------------------------------------------------------------------- VHumanoidActorAnimationController::VHumanoidActorAnimationController( void ) { // Void. } VHumanoidActorAnimationController::~VHumanoidActorAnimationController( void ) { // Void. } //----------------------------------------------------------------------------- bool VHumanoidActorAnimationController::initArmAnimation( const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale ) { // Initialise Animation Ref. return initAnimation( mArmAnimation, pIndex, pPosition, pTimeScale ); } //----------------------------------------------------------------------------- // // Animation Methods // //----------------------------------------------------------------------------- void VHumanoidActorAnimationController::update( const F32 &pDelta ) { // Parent Call. VActorAnimationController::update( pDelta ); // Update the Look Thread. if ( mArmAnimation.Thread ) { // Set Position. getShapeInstance()->setPos( mArmAnimation.Thread, 0.5f ); } }