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Support floating-point animation frame numbers
This commit is contained in:
committed by
Lars Müller
parent
323fc0a798
commit
06907aa99b
@@ -27,8 +27,8 @@ public:
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//! destructor
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virtual ~CSkinnedMesh();
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//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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u32 getFrameCount() const override;
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//! If the duration is 0, it is a static (=non animated) mesh.
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f32 getMaxFrameNumber() const override;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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@@ -39,8 +39,8 @@ public:
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override;
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//! returns the animated mesh based on a detail level (which is ignored)
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IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override;
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//! returns the animated mesh for the given frame
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IMesh *getMesh(f32) override;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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