#include <SkeletalAnimation.h>
Inherits Animation.
◆ SkeletalAnimation()
| SkeletalAnimation::SkeletalAnimation |
( |
| ) |
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◆ init()
◆ isValid()
| bool SkeletalAnimation::isValid |
( |
| ) |
const |
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inline |
◆ bindModel()
| void SkeletalAnimation::bindModel |
( |
const ModelG3d * | model, |
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|
s32 | index ) |
◆ unbindModel()
| void SkeletalAnimation::unbindModel |
( |
| ) |
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◆ bindAnimObj_()
| void SkeletalAnimation::bindAnimObj_ |
( |
| ) |
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private |
◆ play()
◆ unbindTarget()
| void SkeletalAnimation::unbindTarget |
( |
s32 | idx_target | ) |
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◆ disableBindFlag() [1/2]
| void SkeletalAnimation::disableBindFlag |
( |
| ) |
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◆ enableBindFlag()
| void SkeletalAnimation::enableBindFlag |
( |
s32 | idx_bone | ) |
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◆ disableBindFlag() [2/2]
| void SkeletalAnimation::disableBindFlag |
( |
s32 | idx_bone | ) |
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◆ calc()
| void SkeletalAnimation::calc |
( |
| ) |
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overridevirtual |
◆ getAnimObj() [1/2]
◆ getAnimObj() [2/2]
◆ getResource()
◆ getModel()
| const ModelG3d * SkeletalAnimation::getModel |
( |
| ) |
const |
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inline |
◆ getIndex()
| s32 SkeletalAnimation::getIndex |
( |
| ) |
const |
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inline |
◆ updateInitArg_()
◆ mAnimObj
◆ mBuffer
| void* SkeletalAnimation::mBuffer |
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private |
◆ mModel
| const ModelG3d* SkeletalAnimation::mModel |
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private |
◆ mIndex
| s32 SkeletalAnimation::mIndex |
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private |
◆ mRes