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ParaXModel instance all instanced data should go to this class. More...
#include <ParaXModelInstance.h>
Classes | |
class | BoneInstance |
Public Attributes | |
vector< BoneInstance > | m_bones |
std::map< int, bool > | m_showGeosets |
std::map< int, int > | m_specialTextures |
std::map< int, TextureEntity * > | m_replaceTextures |
std::map< int, bool > | m_useReplaceTextures |
AnimIndex | m_CurrentAnim |
current animation index, this is different from sequence ID an absolute ParaX frame number denoting the current animation frame. More... | |
AnimIndex | m_NextAnim |
the next animation index.if it is -1, the next animation will depends on the loop property of the current sequenc; otherwise, the animation specified by the ID will be played next, after the current animation reached the end. More... | |
AnimIndex | m_BlendingAnim |
the animation sequence with which the current animation should be blended. More... | |
float | m_blendingFactor |
by how much the blending frame should be blended with the current frame. More... | |
float | m_fBlendingTime |
blending time in seconds | |
ParaXModel instance all instanced data should go to this class.
AnimIndex ParaEngine::ParaXModelInstance::m_BlendingAnim |
the animation sequence with which the current animation should be blended.
an absolute ParaX frame number denoting the blending animation frame. It is always within the range of the blending animation sequence's start and end frame number.
float ParaEngine::ParaXModelInstance::m_blendingFactor |
by how much the blending frame should be blended with the current frame.
1.0 will use solely the blending frame, whereas 0.0 will use only the current frame. [0,1), blendingFrame*(blendingFactor)+(1-blendingFactor)*currentFrame
AnimIndex ParaEngine::ParaXModelInstance::m_CurrentAnim |
current animation index, this is different from sequence ID an absolute ParaX frame number denoting the current animation frame.
It is always within the range of the current animation sequence's start and end frame number.
AnimIndex ParaEngine::ParaXModelInstance::m_NextAnim |
the next animation index.if it is -1, the next animation will depends on the loop property of the current sequenc; otherwise, the animation specified by the ID will be played next, after the current animation reached the end.