blob: abfbd2c2473aa9781ee315878e5d99019d724fc7 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
|
//-----------------------------------------------------------------------------
// Name: attachmentasset.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Math/vec4.h>
#include <Asset/assetbase.h>
#include <Asset/assetref.h>
#include <string>
using std::string;
class Attachment : public Asset {
public:
Attachment( AssetManager* owner, uint32_t asset_id );
static AssetType GetType() { return ATTACHMENT_ASSET; }
static const char* GetTypeName() { return "ATTACHMENT_ASSET"; }
string anim;
string ik_chain_label;
int ik_chain_bone;
bool mirror_allowed;
int Load(const string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
void ReportLoad() override;
void clear();
AssetLoaderBase* NewLoader() override;
static bool AssetWarning() { return true; }
};
typedef AssetRef<Attachment> AttachmentRef;
|