16 vector<BoneInstance> m_bones;
18 std::map<int, bool> m_showGeosets;
20 std::map<int, int> m_specialTextures;
21 std::map<int, TextureEntity*> m_replaceTextures;
22 std::map<int, bool> m_useReplaceTextures;
float m_blendingFactor
by how much the blending frame should be blended with the current frame.
Definition: ParaXModelInstance.h:42
different physics engine has different winding order.
Definition: EventBinding.h:32
AnimIndex m_CurrentAnim
current animation index, this is different from sequence ID an absolute ParaX frame number denoting t...
Definition: ParaXModelInstance.h:27
ParaXModel instance all instanced data should go to this class.
Definition: ParaXModelInstance.h:8
float m_fBlendingTime
blending time in seconds
Definition: ParaXModelInstance.h:45
AnimIndex m_NextAnim
the next animation index.if it is -1, the next animation will depends on the loop property of the cur...
Definition: ParaXModelInstance.h:32
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
Definition: ParaXModelInstance.h:11
it presents a given in bone animation providers or parax local model bone animation pools ...
Definition: AnimInstanceBase.h:13
AnimIndex m_BlendingAnim
the animation sequence with which the current animation should be blended.
Definition: ParaXModelInstance.h:37