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SkeletalAnimation Class Reference

#include <SkeletalAnimation.h>

Inherits Animation.

Public Member Functions

 SkeletalAnimation ()
bool init (const ModelG3d *model, const ModelResource *mdl_res, const sead::PtrArray< ModelResource > *anim_mdl_res_array, sead::Heap *heap)
bool isValid () const
void bindModel (const ModelG3d *model, s32 index)
void unbindModel ()
void play (const ModelResource *mdl_res, const sead::SafeString &name)
void unbindTarget (s32 idx_target)
void disableBindFlag ()
void enableBindFlag (s32 idx_bone)
void calc () override
nw::g3d::SkeletalAnimObj & getAnimObj ()
const nw::g3d::SkeletalAnimObj & getAnimObj () const
nw::g3d::res::ResSkeletalAnim * getResource () const
const ModelG3d * getModel () const
s32 getIndex () const
Public Member Functions inherited from Animation
 Animation ()
void playFrameCtrl ()
FrameCtrl & getFrameCtrl ()
const FrameCtrl & getFrameCtrl () const

Private Member Functions

void bindAnimObj_ ()

Static Private Member Functions

static void updateInitArg_ (nw::g3d::SkeletalAnimObj::InitArg *arg, const ModelResource *mdl_res)

Private Attributes

nw::g3d::SkeletalAnimObj mAnimObj
void * mBuffer
const ModelG3d * mModel
s32 mIndex
nw::g3d::res::ResSkeletalAnim * mRes

Additional Inherited Members

Protected Attributes inherited from Animation
FrameCtrl mFrameCtrl

Constructor & Destructor Documentation

◆ SkeletalAnimation()

SkeletalAnimation::SkeletalAnimation ( )

Member Function Documentation

◆ init()

bool SkeletalAnimation::init ( const ModelG3d * model,
const ModelResource * mdl_res,
const sead::PtrArray< ModelResource > * anim_mdl_res_array,
sead::Heap * heap )

◆ isValid()

bool SkeletalAnimation::isValid ( ) const
inline

◆ bindModel()

void SkeletalAnimation::bindModel ( const ModelG3d * model,
s32 index )

◆ unbindModel()

void SkeletalAnimation::unbindModel ( )

◆ bindAnimObj_()

void SkeletalAnimation::bindAnimObj_ ( )
private

◆ play()

void SkeletalAnimation::play ( const ModelResource * mdl_res,
const sead::SafeString & name )

◆ unbindTarget()

void SkeletalAnimation::unbindTarget ( s32 idx_target)

◆ disableBindFlag()

void SkeletalAnimation::disableBindFlag ( )

◆ enableBindFlag()

void SkeletalAnimation::enableBindFlag ( s32 idx_bone)

◆ calc()

void SkeletalAnimation::calc ( )
overridevirtual

Implements Animation.

◆ getAnimObj() [1/2]

nw::g3d::SkeletalAnimObj & SkeletalAnimation::getAnimObj ( )
inline

◆ getAnimObj() [2/2]

const nw::g3d::SkeletalAnimObj & SkeletalAnimation::getAnimObj ( ) const
inline

◆ getResource()

nw::g3d::res::ResSkeletalAnim * SkeletalAnimation::getResource ( ) const
inline

◆ getModel()

const ModelG3d * SkeletalAnimation::getModel ( ) const
inline

◆ getIndex()

s32 SkeletalAnimation::getIndex ( ) const
inline

◆ updateInitArg_()

void SkeletalAnimation::updateInitArg_ ( nw::g3d::SkeletalAnimObj::InitArg * arg,
const ModelResource * mdl_res )
staticprivate

Member Data Documentation

◆ mAnimObj

nw::g3d::SkeletalAnimObj SkeletalAnimation::mAnimObj
private

◆ mBuffer

void* SkeletalAnimation::mBuffer
private

◆ mModel

const ModelG3d* SkeletalAnimation::mModel
private

◆ mIndex

s32 SkeletalAnimation::mIndex
private

◆ mRes

nw::g3d::res::ResSkeletalAnim* SkeletalAnimation::mRes
private