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ParaXModelInstance.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
9  {
10  public:
12  {
13  Matrix4 mat;
14  Matrix4 mrot;
15  };
16  vector<BoneInstance> m_bones;
17 
18  std::map<int, bool> m_showGeosets;
19 
20  std::map<int, int> m_specialTextures;
21  std::map<int, TextureEntity*> m_replaceTextures;
22  std::map<int, bool> m_useReplaceTextures;
23 
28 
33 
38 
43 
46  };
47 }
48 
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