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NSUNI/NSLAR Library a250670
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Contains functions and structures for working with in-game skeletal animations. More...
#include "NNL/common/fixed_type.hpp"#include "NNL/common/io.hpp"#include "NNL/simple_asset/sanimation.hpp"Go to the source code of this file.
Classes | |
| struct | nnl::animation::KeyFrame |
| Represents a keyframe in an animation. More... | |
| struct | nnl::animation::BoneAnimation |
| Represents the transformations of a bone during an animation. More... | |
| struct | nnl::animation::Animation |
| Represents a single skeletal animation. More... | |
| struct | nnl::animation::AnimationContainer |
| Holds a collection of skeletal animations. More... | |
| struct | nnl::animation::ConvertParam |
| Parameters for converting animations to the in-game format. More... | |
Namespaces | |
| namespace | nnl |
| namespace | nnl::animation |
| Contains functions and structures for working with in-game skeletal animations. | |
Functions | |
| std::vector< SAnimation > | nnl::animation::Convert (const AnimationContainer &animations) |
| Converts multiple in-game animations to a simpler format. | |
| AnimationContainer | nnl::animation::Convert (std::vector< SAnimation > &&sanimations, const ConvertParam &anim_params={}, bool move_with_root=false) |
| Converts multiple animations back to AnimationContainer. | |
| bool | nnl::animation::IsOfType (BufferView buffer) |
| Tests if the provided file is an animation container. | |
| AnimationContainer | nnl::animation::Import (BufferView buffer) |
| Imports animations from a binary file. | |
| Buffer | nnl::animation::Export (const AnimationContainer &animation_container) |
| Exports animations to a binary file format. | |
| SAnimation | nnl::animation::Convert (const Animation &animation) |
| Converts an in-game animation to a simpler representation. | |
| Animation | nnl::animation::Convert (SAnimation &&sanimation, const ConvertParam &anim_param={}) |
| Converts a simple animation format back to an in-game animation. | |
Variables | |
| constexpr u32 | nnl::animation::raw::kMagicBytes = 0x86'00'00'01 |
| Magic bytes used to identify the animation format. | |
Contains functions and structures for working with in-game skeletal animations.