📄 flx_addmotion.h
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
* FLEXPORTER - a flexible exporter
* Copyright (C) 2000-2003 Pierre Terdiman
* Homepage: http://www.codercorner.com/Flexporter.htm
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* This file contains the motion-related exported structures.
* \file FLX_AddMotion.h
* \author Pierre Terdiman
* \date April, 4, 2000
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __FLX_ADDMOTION_H__
#define __FLX_ADDMOTION_H__
//! The motion information class. A MotionInfo is used to describe a Character Studio BIPED motion.
class FLEXPORTER_API MotionDescriptor : public ObjectDescriptor
{
public:
// Constructor / Destructor
MotionDescriptor();
virtual ~MotionDescriptor();
// Note: mLinkID is the owner character's ID
udword mNbBones; //!< Number of bones involved in this motion
udword mNbVirtualBones; //!< Number of virtual bones involved in this motion
void* mData; //!< Motion data
ubyte* mType; //!< Motion type
// Motion data format:
// for each bone
// {
// udword CSID the current bone's ID
// udword NbFrames the number of recorded frames
// for each frame
// {
// x,y,z a translation vector
// x,y,z,w a rotation component (quaternion)
// }
// }
//
// Non-uniform scales are always removed for Character Studio motions, hence the scale
// is always (1, 1, 1) and is never explicitely exported. Translation and rotation parts
// are relative or absolute, according to the exportation settings.
//
// Please note the motion data weren't converted to D3D frame before version 1.13.
//
};
#endif // __FLX_ADDMOTION_H__
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