22 #ifndef INCLUDED_SKELETONANIMDEF 23 #define INCLUDED_SKELETONANIMDEF 48 enum { FILE_VERSION = 1 };
50 enum { FILE_READ_VERSION = 1 };
66 Key&
GetKey(
size_t frame,
size_t bone) {
return m_Keys[frame*m_NumKeys+bone]; }
67 const Key&
GetKey(
size_t frame,
size_t bone)
const {
return m_Keys[frame*m_NumKeys+bone]; }
78 void BuildBoneMatrices(
float time,
CMatrix3D* matrices,
bool loop)
const;
Key & GetKey(size_t frame, size_t bone)
Definition: SkeletonAnimDef.h:66
size_t GetNumKeys() const
Definition: SkeletonAnimDef.h:63
float GetFrameTime() const
Definition: SkeletonAnimDef.h:73
Definition: SkeletonAnimDef.h:31
CVector3D m_Translation
Definition: SkeletonAnimDef.h:35
Definition: Vector3D.h:28
size_t m_NumFrames
Definition: SkeletonAnimDef.h:90
Key * m_Keys
Definition: SkeletonAnimDef.h:92
Status Save(const CStrW &name, const CStrW &description, CSimulation2 &simulation, const shared_ptr< ScriptInterface::StructuredClone > &guiMetadataClone)
Create new saved game archive with given name and simulation data.
Definition: SavedGame.cpp:57
Definition: Matrix3D.h:33
size_t m_NumKeys
Definition: SkeletonAnimDef.h:88
float m_FrameTime
Definition: SkeletonAnimDef.h:86
Definition: SkeletonAnimDef.h:44
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:337
CQuaternion m_Rotation
Definition: SkeletonAnimDef.h:37
CBoneState Key
Definition: SkeletonAnimDef.h:55
size_t GetNumFrames() const
Definition: SkeletonAnimDef.h:75
Definition: Quaternion.h:24
const Key & GetKey(size_t frame, size_t bone) const
Definition: SkeletonAnimDef.h:67
float GetDuration() const
Definition: SkeletonAnimDef.h:70