My Project
FBXModelInfo.h
1 #pragma once
2 #include <vector>
3 #include <string>
4 
5 namespace ParaEngine
6 {
7  using namespace std;
8 
9  struct AnimInfo
10  {
11  AnimInfo() :id(0), startTick(0), endTick(0), loopType(0), fSpeed(0.f) {};
12  //string name;
13  int id;
14  int startTick;
15  int endTick;
16  int loopType;
17  float fSpeed;
18 
19  bool operator<(const AnimInfo &rhs) const { return startTick < rhs.startTick || endTick < rhs.endTick; }
20  };
21 
29  {
30  public:
31  FBXModelInfo(void);
32  ~FBXModelInfo(void);
33 
34  public:
38  bool LoadFromFile(const string& filename);
39 
43  bool LoadFromBuffer(const char* pData, int nSize);
44 
46  int GetAnimCount(){ return m_Anims.size(); }
47 
48  public:
49  string m_sFilename;
50 
51  // store the anims info
52  vector<AnimInfo> m_Anims;
53 
54  Vector3 m_vNeckYawAxis;
55  Vector3 m_vNeckPitchAxis;
56  };
57 
58 }
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
for reading anim xml file, which is meta file when export FBX model.
Definition: FBXModelInfo.h:28
int GetAnimCount()
get the number of anims
Definition: FBXModelInfo.h:46