4 #include <ThirdParty/glm/glm/glm.hpp> 5 #include <ThirdParty/glm/glm/gtc/quaternion.hpp> 6 #include <ThirdParty/assimp/include/assimp/scene.h> 7 #include <ThirdParty/assimp/include/assimp/Importer.hpp> 9 #include <ThirdParty/EASTL-master/include/EASTL/shared_ptr.h> 10 #include <ThirdParty/EASTL-master/include/EASTL/vector.h> 11 #include <ThirdParty/EASTL-master/include/EASTL/map.h> 38 void LoadAnimationSet(
const aiScene* scene, eastl::vector<eastl::string> names = {});
49 eastl::vector<eastl::string> GetAnimations();
56 void SetAnimation(eastl::string animation,
bool resetTime);
63 float GetAnimationDuration(
size_t animation);
76 Texture* GetAnimationData(
size_t animation);
83 size_t GetAnimationIndex(eastl::string animation);
91 float GetAnimationTicksPerSecond(
size_t animation);
111 eastl::map<eastl::string, Bone_t*> GetBoneMap();
123 void SetName(eastl::string name);
129 eastl::string GetName();
137 eastl::vector<struct AnimationNode>
nodes;
197 void ReadBones(
Bone_t* bone, aiNode* node);
199 void DestroyBone(
Bone_t* bone);
201 void SetBoneTransform(eastl::string bone, glm::mat4 transform);
203 void SetBoneTransform(
Bone_t* bone, glm::mat4 transform);
205 void UpdateBoneTransformData(
Bone_t* bone);
207 void UpdateBoneTreeTransformData();
209 void Update(
float deltaTime);
211 virtual void UpdateBoneBuffers();
217 glm::mat4 TransformToMat4(aiMatrix4x4 transform);
This object is used to store information regarding a texture. NOTE: Only the resource manager is allo...
eastl::vector< struct Bone * > childBones
eastl::vector< AnimationScalingKey_t > scalingKeys
eastl::vector< BoneData_t > boneData
size_t currentAnimationIndex
eastl::map< eastl::string, Bone_t * > boneMap
eastl::vector< Animation_t * > animations
eastl::vector< AnimationPositionKey_t > positionKeys
glm::mat4 defaultTransform
eastl::shared_ptr< Texture > texture
eastl::map< eastl::string, size_t > animationMap
A structure containing information a bone.
aiAnimBehaviour preAnimBehaviour
eastl::vector< AnimationRotationKey_t > rotationKeys
Animation_t * currentAnimation
eastl::vector< struct AnimationNode > nodes
aiAnimBehaviour postAnimBehaviour