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Legendary Explorer Core Nightly
Core library for working with Mass Effect Trilogy / Legendary Edition files
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Pure math class that handles skeleton bind-pose computation, animation track mapping, and per-frame skinning matrix computation. No rendering dependency. More...
Public Member Functions | |
| AnimSequencePlayer (SkeletalMesh skeletalMesh) | |
| void | SetAnimation (AnimSequence animSequence) |
| Maps animation bone names to skeleton bone indices and prepares for playback. More... | |
| override void | SetCurrentTime (float time) |
| override Matrix4x4[] | ComputeSkinningMatrices () |
| Computes skinning matrices for the current frame. Returns the array of skinning matrices (InverseBindPose * AnimatedComponentSpace). More... | |
Public Member Functions inherited from AnimPlayer | |
| abstract void | SetCurrentTime (float time) |
| abstract Matrix4x4[] | ComputeSkinningMatrices () |
| void | AdvanceTime (float dt) |
| void | ApplyBonePositions (BonePosition[] bonePosition) |
Properties | |
| NameReference | AnimName [get] |
| int | TotalFrames [get] |
| override float | Duration [get] |
| override float | StartTime [get] |
| override float | EndTime [get] |
| override bool | HasAnimation [get] |
| int | CurrentFrame [get, set] |
| int | BoneCount [get] |
Properties inherited from AnimPlayer | |
| Matrix4x4[] | BoneComponentSpaceTransforms [get] |
| float | CurrentTime [get, set] |
| bool | IsPlaying [get, set] |
| bool | IsLooping = true [get, set] |
| float | PlaybackSpeed = 1f [get, set] |
| abstract bool | HasAnimation [get] |
| abstract float | Duration [get] |
| abstract float | StartTime [get] |
| abstract float | EndTime [get] |
Additional Inherited Members | |
Protected Member Functions inherited from AnimPlayer | |
| AnimPlayer (SkeletalMesh skeletalMesh) | |
Protected Attributes inherited from AnimPlayer | |
| readonly MeshBone[] | _bones |
| Matrix4x4[] | _inverseBindPose |
| Matrix4x4[] | _skinningMatrices |
| Matrix4x4[] | _boneComponentSpace |
Pure math class that handles skeleton bind-pose computation, animation track mapping, and per-frame skinning matrix computation. No rendering dependency.
Builds bind-pose transforms from a SkeletalMesh's RefSkeleton.
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Maps animation bone names to skeleton bone indices and prepares for playback.
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Implements AnimPlayer.
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Computes skinning matrices for the current frame. Returns the array of skinning matrices (InverseBindPose * AnimatedComponentSpace).
Implements AnimPlayer.
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