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| | Pose () |
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| void | save (Serialize &fout) |
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| void | load (Serialize &fin, const AnimationSolver &solver) |
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| void | setFlags (Flags f) |
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| BodyState | bodyState () const |
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| bool | hasState (BodyState s) const |
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| bool | hasStateFlag (BodyState f) const |
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| void | setSkeleton (const Skeleton *sk) |
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| bool | startAnim (const AnimationSolver &solver, const Animation::Sequence *sq, uint8_t comb, BodyState bs, StartHint hint, uint64_t tickCount) |
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| bool | stopAnim (std::string_view name) |
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| bool | stopWalkAnim () |
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| void | interrupt () |
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| void | stopAllAnim () |
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| void | setObjectMatrix (const Tempest::Matrix4x4 &obj, bool sync) |
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| bool | update (uint64_t tickCount, bool force) |
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| void | processLayers (AnimationSolver &solver, uint64_t tickCount) |
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| bool | processEvents (uint64_t &barrier, uint64_t now, Animation::EvCount &ev) const |
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| Tempest::Vec3 | animMoveSpeed (uint64_t tickCount, uint64_t dt) const |
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| void | processSfx (Npc &npc, uint64_t tickCount) |
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| void | processSfx (Interactive &mob, uint64_t tickCount) |
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| void | processPfx (MdlVisual &visual, World &world, uint64_t tickCount) |
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| bool | isDefParWindow (uint64_t tickCount) const |
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| bool | isDefWindow (uint64_t tickCount) const |
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| bool | isDefence (uint64_t tickCount) const |
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| bool | isJumpBack (uint64_t tickCount) const |
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| bool | isJumpAnim () const |
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| bool | isFlyAnim () const |
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| bool | isStanding () const |
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| bool | isPrehit (uint64_t now) const |
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| bool | isAttackAnim () const |
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| bool | isIdle () const |
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| bool | isInAnim (std::string_view sq) const |
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| bool | isInAnim (const Animation::Sequence *sq) const |
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| bool | hasAnim () const |
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| uint64_t | animationTotalTime () const |
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| uint64_t | atkTotalTime () const |
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| auto | continueCombo (const AnimationSolver &solver, const Animation::Sequence *sq, BodyState bs, uint64_t tickCount) -> const Animation::Sequence * |
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| uint16_t | comboLength () const |
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| float | translateY () const |
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| auto | rootNode () const -> const Tempest::Matrix4x4 |
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| auto | rootBone () const -> const Tempest::Matrix4x4 |
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| auto | bone (size_t id) const -> const Tempest::Matrix4x4 & |
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| size_t | boneCount () const |
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| size_t | findNode (std::string_view b) const |
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| void | setHeadRotation (float dx, float dz) |
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| Tempest::Vec2 | headRotation () const |
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| void | setAnimRotate (const AnimationSolver &solver, Npc &npc, WeaponState fightMode, AnimationSolver::TurnType turn, int dir) |
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| auto | setAnimItem (const AnimationSolver &solver, Npc &npc, std::string_view scheme, int state) -> const Animation::Sequence * |
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| bool | stopItemStateAnim (const AnimationSolver &solver, uint64_t tickCount) |
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| const Tempest::Matrix4x4 * | transform () const |
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Definition at line 16 of file pose.h.