![]() |
Twilight Princess
Remastered version of the GameCube game
|
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...
Inheritance diagram for JStudio.J3D.Animation.BCK:
Collaboration diagram for JStudio.J3D.Animation.BCK: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) |
Public Member Functions inherited from JStudio.J3D.Animation.BaseJ3DAnimation | |
| 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 |
Public Attributes inherited from JStudio.J3D.Animation.BaseJ3DAnimation | |
| float | m_timeSinceStartedPlaying |
| int | TickCount |
| bool | OneTimeDone |
Properties | |
| int | BoneCount [get] |
Properties inherited from JStudio.J3D.Animation.BaseJ3DAnimation | |
| 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 | |
Static Public Attributes inherited from JStudio.J3D.Animation.BaseJ3DAnimation | |
| static float | kAnimFramerate = 30f |
Protected Member Functions inherited from JStudio.J3D.Animation.BaseJ3DAnimation | |
| 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) |
Protected Attributes inherited from JStudio.J3D.Animation.BaseJ3DAnimation | |
| 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 ) |
|
private |
| void JStudio.J3D.Animation.BCK.LoadFromStream | ( | EndianBinaryReader | reader, |
| BMD | model, | ||
| bool | enqueue ) |
|
private |
|
private |
| bool JStudio.J3D.Animation.BCK.IsLoaded |
|
private |
| List<JointAnim> JStudio.J3D.Animation.BCK.m_animationData |
| BMD JStudio.J3D.Animation.BCK.model |
|
get |