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Refactor skinned mesh weight data structure (#16655)

This commit is contained in:
Lars Müller
2025-11-23 21:17:58 +01:00
committed by GitHub
parent 05f161cf9c
commit e7f305fedd
17 changed files with 584 additions and 623 deletions

View File

@@ -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;
};