A decision was made early on (by me) to go with keyframe animation versus bone animation. Someday I hope to add a much more comprehensive set of animation functions that could handle multiple formats.
One thing to note, however, is that many of the objects in this engine (lights, models, billboards, character animations) are all full class objects with inhertiable properties from the parent class of "jObject". The basic jObject class declaration looks like this:
class jObject
{
public:
float mass; // for physics calculations
j3Dvector location;
j3Dvector velocity;
j3Dvector acceleration;
j3Drotation rotation;
objectstate state;
};
I have lots of ideas for these properties, but the obvious one is the soon-to-be-implemented feature of collision detection and basic physics calculations. :-)
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