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NSUNI/NSLAR Library a250670
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Provides data structures for representing various animation types and their essential components. More...
#include <array>#include <glm/glm.hpp>#include <glm/gtx/quaternion.hpp>#include <map>#include <string>#include <vector>#include "NNL/common/fixed_type.hpp"#include "NNL/simple_asset/svalue.hpp"Go to the source code of this file.
Classes | |
| struct | nnl::SKeyFrame< T > |
| Represents a single keyframe in an animation. More... | |
| struct | nnl::SBoneChannel |
| Represents the animation tracks for a single bone. More... | |
| struct | nnl::SAnimation |
| Represents a skeletal animation. More... | |
| struct | nnl::SVisibilityAnimation |
| Represents a visibility animation of mesh groups. More... | |
| struct | nnl::SUVChannel |
| A single animation track for UV coordinates. More... | |
| struct | nnl::SUVAnimation |
| Represents a texture coordinate animation. More... | |
Namespaces | |
| namespace | nnl |
Typedefs | |
| using | nnl::SVisibilityChannel = std::vector<SKeyFrame<bool>> |
| A single animation track for visibility of a mesh group. | |
Enumerations | |
| enum class | nnl::SInterpolationMode |
| Enumeration of interpolation modes for animations. More... | |
Provides data structures for representing various animation types and their essential components.
This file defines structures for various animation types found in 3D models, including skeletal animations, visibility animations, and texture coordinate animations. These structures facilitate the conversion of animation data between various common exchange formats (such as FBX and glTF) and in-game formats.