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