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48 lines
2.5 KiB
C++
48 lines
2.5 KiB
C++
#pragma once
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class CAnimBlendNode;
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class CAnimBlendAssociation;
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class CAnimBlendClumpData;
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struct AnimBlendFrameData;
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struct AnimBlendFrameUpdateData
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{
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int foobar; // TODO: figure out what this actually means
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CAnimBlendNode *nodes[16];
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};
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extern RwInt32 ClumpOffset;
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#define RPANIMBLENDCLUMPDATA(o) (RWPLUGINOFFSET(CAnimBlendClumpData*, o, ClumpOffset))
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bool RpAnimBlendPluginAttach(void);
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CAnimBlendAssociation *RpAnimBlendGetNextAssociation(CAnimBlendAssociation *assoc);
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CAnimBlendAssociation *RpAnimBlendGetNextAssociation(CAnimBlendAssociation *assoc, uint32 mask);
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void RpAnimBlendAllocateData(RpClump *clump);
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void RpAnimBlendClumpSetBlendDeltas(RpClump *clump, uint32 mask, float delta);
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void RpAnimBlendClumpRemoveAllAssociations(RpClump *clump);
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void RpAnimBlendClumpRemoveAssociations(RpClump *clump, uint32 mask);
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void RpAnimBlendClumpInit(RpClump *clump);
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bool RpAnimBlendClumpIsInitialized(RpClump *clump);
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void RpAnimBlendClumpFillFrameArray(RpClump* clump, AnimBlendFrameData** frames);
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AnimBlendFrameData *RpAnimBlendClumpFindFrame(RpClump *clump, const char *name);
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AnimBlendFrameData *RpAnimBlendClumpFindBone(RpClump *clump, uint32 boneTag);
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void FillFrameArrayCallBack(AnimBlendFrameData *frame, void *arg);
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CAnimBlendAssociation *RpAnimBlendClumpGetAssociation(RpClump *clump, uint32 id);
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CAnimBlendAssociation *RpAnimBlendClumpGetMainAssociation(RpClump *clump, CAnimBlendAssociation **assocRet, float *blendRet);
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CAnimBlendAssociation *RpAnimBlendClumpGetMainPartialAssociation(RpClump *clump);
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CAnimBlendAssociation *RpAnimBlendClumpGetMainAssociation_N(RpClump *clump, int n);
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CAnimBlendAssociation *RpAnimBlendClumpGetMainPartialAssociation_N(RpClump *clump, int n);
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CAnimBlendAssociation *RpAnimBlendClumpGetFirstAssociation(RpClump *clump, uint32 mask);
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CAnimBlendAssociation *RpAnimBlendClumpGetFirstAssociation(RpClump *clump);
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void RpAnimBlendNodeUpdateKeyframes(AnimBlendFrameData *frames, AnimBlendFrameUpdateData *updateData, int32 numNodes);
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void RpAnimBlendClumpUpdateAnimations(RpClump* clump, float timeDelta, bool doRender = true);
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extern CAnimBlendClumpData *gpAnimBlendClump;
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void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackOffscreen(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackNonSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
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