From adc1fe0182495151eba174f7ab5b99a900e10b5e Mon Sep 17 00:00:00 2001 From: Tim Redfern Date: Fri, 6 Apr 2012 00:00:16 +0100 Subject: changed morphmesh to use associative keys for targets --- gaunt01/src/morphmesh.h | 20 +++++++++++++++++--- 1 file changed, 17 insertions(+), 3 deletions(-) (limited to 'gaunt01/src/morphmesh.h') diff --git a/gaunt01/src/morphmesh.h b/gaunt01/src/morphmesh.h index 76a6063..ca1231c 100644 --- a/gaunt01/src/morphmesh.h +++ b/gaunt01/src/morphmesh.h @@ -18,6 +18,21 @@ Multiple meshes are loaded as morph targets Coords are absolute + +--managing movement sequences +--cycles can refer to targets by name +--high level controller objects can refer to animation sequences by name +--this makes it impossible for a re-odering to banjax everything + +cycles have a start time, and they either loop or act as a transition + +Working out the morphs is a question of: +-working out which cycles are active based on behaviours +-adding their morph targets into the current vector of targets + +behaviours are triggered by things like spotting people or avoiding the wall. +These could be parameterised on top of the rest? + */ @@ -31,7 +46,6 @@ class sequence }; - class morphmesh : public ofMesh { public: @@ -42,11 +56,11 @@ class morphmesh : public ofMesh bool isLoaded(); void draw(); void draw(int target); - void draw(const vector& targets, const vector& weights); + void draw(const vector& targets, const vector& weights); int getNumTargets(); protected: private: - vector< vector > morphs; + map< string,vector > morphs; bool loaded; }; -- cgit v1.2.3