This struct describes one animation sequence, e.g. "run", "walk", "jump", etc. More...
#include "Model_cmdl.hpp"
Classes | |
struct | AnimJointT |
struct | FrameT |
A keyframe in the animation. More... | |
Public Member Functions | |
void | RecomputeBB (unsigned int FrameNr, const ArrayT< JointT > &Joints, const ArrayT< MeshT > &Meshes) |
Recomputes the bounding-box for the specified frame in this animation sequence. More... | |
bool | IsLastFrameDup () const |
Returns whether the first frame in the sequence is equal to the last. More... | |
Public Attributes | |
std::string | Name |
Name of this animation sequence. More... | |
float | FPS |
Playback rate for this animation sequence. More... | |
int | Next |
The sequence that should play after this. Use "this" for looping sequences, -1 for none. More... | |
ArrayT< AnimJointT > | AnimJoints |
AnimJoints.Size() == m_Joints.Size() More... | |
ArrayT< FrameT > | Frames |
List of keyframes this animation consists of. More... | |
This struct describes one animation sequence, e.g. "run", "walk", "jump", etc.
We use it to obtain an array of joints (ArrayT<JointT>, just like m_Joints) for any point (frame number) in the animation sequence.
bool CafuModelT::AnimT::IsLastFrameDup | ( | ) | const |
Returns whether the first frame in the sequence is equal to the last.
The editor may use this to ask the user if he wishes to delete the last frame.
void CafuModelT::AnimT::RecomputeBB | ( | unsigned int | FrameNr, |
const ArrayT< JointT > & | Joints, | ||
const ArrayT< MeshT > & | Meshes | ||
) |
Recomputes the bounding-box for the specified frame in this animation sequence.
FrameNr | The number of the frame to recompute the bounding-box for. |
Joints | The joints of the related model. |
Meshes | The meshes of the related model. |
ArrayT<AnimJointT> CafuModelT::AnimT::AnimJoints |
AnimJoints.Size() == m_Joints.Size()
float CafuModelT::AnimT::FPS |
Playback rate for this animation sequence.
std::string CafuModelT::AnimT::Name |
Name of this animation sequence.
int CafuModelT::AnimT::Next |
The sequence that should play after this. Use "this" for looping sequences, -1 for none.