mirror of
https://github.com/luanti-org/luanti.git
synced 2025-11-28 11:45:29 +01:00
Refactor skinned mesh weight data structure (#16655)
This commit is contained in:
@@ -19,19 +19,6 @@ public:
|
||||
//! Gets the maximum frame number, 0 if the mesh is static.
|
||||
virtual f32 getMaxFrameNumber() const = 0;
|
||||
|
||||
//! Gets the animation speed of the animated mesh.
|
||||
/** \return The number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is a static, non animated mesh. */
|
||||
virtual f32 getAnimationSpeed() const = 0;
|
||||
|
||||
//! Sets the animation speed of the animated mesh.
|
||||
/** \param fps Number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is not animated. The actual speed is set in the
|
||||
scene node the mesh is instantiated in.*/
|
||||
virtual void setAnimationSpeed(f32 fps) = 0;
|
||||
|
||||
//! Returns the type of the animated mesh. Useful for safe downcasts.
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const = 0;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user