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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::SkeletalAnimObjgetAnimObj ()
const nw::g3d::SkeletalAnimObjgetAnimObj () const
nw::g3d::res::ResSkeletalAnimgetResource () const
const ModelG3dgetModel () const
s32 getIndex () const
Public Member Functions inherited from Animation
 Animation ()
void playFrameCtrl ()
FrameCtrlgetFrameCtrl ()
const FrameCtrlgetFrameCtrl () 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 ModelG3dmModel
s32 mIndex
nw::g3d::res::ResSkeletalAnimmRes

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