Working skeletal animations!!!

This commit is contained in:
2015-10-15 12:46:23 +02:00
parent 1e3536e060
commit a35d72cac3
16 changed files with 1235 additions and 22 deletions
+5 -4
View File
@@ -100,16 +100,17 @@ public:
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::string animationName, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe &currentFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(Bone* parent, int depthCount);
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
private:
std::map<std::string, Bone*> m_BonesByName;
int GetKeyframe(Animation& animation, double time);
int GetKeyframe(const Animation& animation, double time);
};
}