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Twilight Princess
Remastered version of the GameCube game
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Represents a bone animation for the J3D model format. Bones are applied by index order, so there is no information stored about which animation goes to which bone. More...
Classes | |
class | JointAnim |
Public Member Functions | |
BCK (string name) | |
void | LoadFromStream (EndianBinaryReader reader, BMD model, bool enqueue) |
void | ApplyAnimationToPose (List< SkeletonJoint > pose, Dictionary< string, GameObject > jointGameObjects) |
void | ApplyPoseForSkinnedMeshRenderer (List< SkeletonJoint > pose, Transform[] bones) |
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bool | IsPlaying () |
float | TimeSinceStartedPlaying () |
void | SetTimeSinceStartedPlaying (float t) |
BaseJ3DAnimation (string name) | |
virtual bool | Tick (float deltaTime) |
virtual void | Start () |
virtual void | Stop () |
virtual void | Pause () |
virtual void | Resume () |
float | GetAnimValue (List< Key > keys, float frameTime) |
Public Attributes | |
List< JointAnim > | m_animationData |
BMD | model |
bool | IsLoaded |
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float | m_timeSinceStartedPlaying |
int | TickCount |
bool | OneTimeDone |
Properties | |
int | BoneCount [get] |
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string | Name [get, protected set] |
string | Magic [get, protected set] |
string | AnimType [get, protected set] |
LoopType | LoopMode [get, set] |
short | AnimLengthInFrames [get, protected set] |
string | AnimLengthInSeconds [get] |
Private Member Functions | |
void | LoadTagDataFromStream (EndianBinaryReader reader, int tagCount) |
void | LoadANK1FromStream (EndianBinaryReader reader, long tagStart) |
Private Attributes | |
string | _animName |
bool | loopCounter = false |
Additional Inherited Members | |
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static float | kAnimFramerate = 30f |
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virtual float | CubicInterpolation (Key key1, Key key2, float t) |
virtual float | HermiteInterpolation (Key key1, Key key2, float t) |
virtual float | LinearInterpolation (Key key1, Key key2, float t) |
void | ConvertRotation (List< Key > rots, float scale) |
AnimIndex | ReadAnimIndex (EndianBinaryReader stream) |
AnimComponent | ReadAnimComponent (EndianBinaryReader stream) |
AnimatedJoint | ReadAnimJoint (EndianBinaryReader stream) |
List< Key > | ReadComp (float[] src, AnimIndex index) |
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bool | m_isPlaying |
OpenTK.Matrix4 | m_hermiteMatrix = new OpenTK.Matrix4(2, -2, 1, 1, -3, 3, -2, -1, 0, 0, 1, 0, 1, 0, 0, 0) |
Represents a bone animation for the J3D model format. Bones are applied by index order, so there is no information stored about which animation goes to which bone.
JStudio.J3D.Animation.BCK.BCK | ( | string | name | ) |
void JStudio.J3D.Animation.BCK.ApplyAnimationToPose | ( | List< SkeletonJoint > | pose, |
Dictionary< string, GameObject > | jointGameObjects ) |
void JStudio.J3D.Animation.BCK.ApplyPoseForSkinnedMeshRenderer | ( | List< SkeletonJoint > | pose, |
Transform[] | bones ) |
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private |
void JStudio.J3D.Animation.BCK.LoadFromStream | ( | EndianBinaryReader | reader, |
BMD | model, | ||
bool | enqueue ) |
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private |
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private |
bool JStudio.J3D.Animation.BCK.IsLoaded |
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private |
List<JointAnim> JStudio.J3D.Animation.BCK.m_animationData |
BMD JStudio.J3D.Animation.BCK.model |
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get |