//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======= // // DmeEyeball // //============================================================================= #ifndef DMEEYEBALL_H #define DMEEYEBALL_H #ifdef _WIN32 #pragma once #endif // Valve includes #include "datamodel/dmelement.h" #include "datamodel/dmattributevar.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CDmeDag; class CDmeMaterial; //----------------------------------------------------------------------------- // DmeEyeball //----------------------------------------------------------------------------- class CDmeEyeball : public CDmElement { DEFINE_ELEMENT( CDmeEyeball, CDmElement ); public: CDmaVar< float > m_flRadius; // Radius of the ball of the eye CDmaVar< float > m_flYawAngle; // Yaw offset from "forward" for iris. Humans are typically 2-4 degrees walleyed. CDmaVar< float > m_flIrisScale; // Scale of the iris texture CDmaString m_sMaterialName; // The name of the material assigned to the faces belonging to the eye CDmaString m_sParentBoneName; // The name of the parent bone for the eyes CDmaVar< Vector > m_vPosition; // The name of the attachment at the position of this eye }; #endif // DMEEYEBALL_H