Twilight Princess
Remastered version of the GameCube game
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AnimationJobManager.BoneAnimationData Struct Reference

Public Attributes

TransformStreamHandle handle
 
NativeArray< float > posTimes
 
NativeArray< float > posValuesX
 
NativeArray< float > posValuesY
 
NativeArray< float > posValuesZ
 
NativeArray< float > rotTimes
 
NativeArray< float > rotValuesX
 
NativeArray< float > rotValuesY
 
NativeArray< float > rotValuesZ
 
NativeArray< float > rotValuesW
 
int posKeyCount
 
int rotKeyCount
 
NativeArray< char > BoneName
 

Member Data Documentation

◆ BoneName

NativeArray<char> AnimationJobManager.BoneAnimationData.BoneName

◆ handle

TransformStreamHandle AnimationJobManager.BoneAnimationData.handle

◆ posKeyCount

int AnimationJobManager.BoneAnimationData.posKeyCount

◆ posTimes

NativeArray<float> AnimationJobManager.BoneAnimationData.posTimes

◆ posValuesX

NativeArray<float> AnimationJobManager.BoneAnimationData.posValuesX

◆ posValuesY

NativeArray<float> AnimationJobManager.BoneAnimationData.posValuesY

◆ posValuesZ

NativeArray<float> AnimationJobManager.BoneAnimationData.posValuesZ

◆ rotKeyCount

int AnimationJobManager.BoneAnimationData.rotKeyCount

◆ rotTimes

NativeArray<float> AnimationJobManager.BoneAnimationData.rotTimes

◆ rotValuesW

NativeArray<float> AnimationJobManager.BoneAnimationData.rotValuesW

◆ rotValuesX

NativeArray<float> AnimationJobManager.BoneAnimationData.rotValuesX

◆ rotValuesY

NativeArray<float> AnimationJobManager.BoneAnimationData.rotValuesY

◆ rotValuesZ

NativeArray<float> AnimationJobManager.BoneAnimationData.rotValuesZ

The documentation for this struct was generated from the following file: