22 #ifndef INCLUDED_SKELETONANIMDEF 23 #define INCLUDED_SKELETONANIMDEF 51 enum { FILE_VERSION = 1 };
53 enum { FILE_READ_VERSION = 1 };
69 Key&
GetKey(
size_t frame,
size_t bone) {
return m_Keys[frame*m_NumKeys+bone]; }
70 const Key&
GetKey(
size_t frame,
size_t bone)
const {
return m_Keys[frame*m_NumKeys+bone]; }
81 void BuildBoneMatrices(
float time,
CMatrix3D* matrices,
bool loop)
const;
84 static std::unique_ptr<CSkeletonAnimDef>
Load(
const VfsPath& filename);
Key & GetKey(size_t frame, size_t bone)
Definition: SkeletonAnimDef.h:69
size_t GetNumKeys() const
Definition: SkeletonAnimDef.h:66
float GetDuration() const
Definition: SkeletonAnimDef.h:73
Definition: SkeletonAnimDef.h:34
CVector3D m_Translation
Definition: SkeletonAnimDef.h:38
Definition: Vector3D.h:30
size_t m_NumFrames
Definition: SkeletonAnimDef.h:93
const Key & GetKey(size_t frame, size_t bone) const
Definition: SkeletonAnimDef.h:70
Definition: Matrix3D.h:33
size_t m_NumKeys
Definition: SkeletonAnimDef.h:91
float m_FrameTime
Definition: SkeletonAnimDef.h:89
uint32_t u32
Definition: types.h:39
float GetFrameTime() const
Definition: SkeletonAnimDef.h:76
Definition: SkeletonAnimDef.h:47
static Status Load(const OsPath &pathname, void *buf, size_t size, const Parameters &p=Parameters(), const CompletedHook &completedHook=CompletedHook(), const IssueHook &issueHook=IssueHook())
Definition: io.h:347
size_t GetNumFrames() const
Definition: SkeletonAnimDef.h:78
CQuaternion m_Rotation
Definition: SkeletonAnimDef.h:40
CBoneState Key
Definition: SkeletonAnimDef.h:58
std::vector< Key > m_Keys
Definition: SkeletonAnimDef.h:95
Status Save(const CStrW &name, const CStrW &description, CSimulation2 &simulation, const Script::StructuredClone &guiMetadataClone)
Create new saved game archive with given name and simulation data.
Definition: SavedGame.cpp:56
u32 m_UID
Definition: SkeletonAnimDef.h:98
Definition: Quaternion.h:25