MdlAnimation

Struct MdlAnimation 

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pub struct MdlAnimation {
    pub name: String,
    pub length: f32,
    pub transition_time: f32,
    pub anim_root: String,
    pub events: Vec<MdlAnimEvent>,
    pub root_node: MdlAnimNode,
    pub fn_ptr1: u32,
    pub fn_ptr2: u32,
}
Expand description

A named animation sequence.

Each animation has its own node tree that mirrors (a subset of) the geometry node hierarchy. The nodes carry controller keyframes that animate transforms, light colors, emitter parameters, etc. over time.

The binary layout uses a 136-byte header (mirroring the geometry header structure) followed by events and the animation node tree.

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§name: String

Animation name (e.g. “cpause1”, “walk”, “attack1”).

§length: f32

Duration of the animation in seconds.

§transition_time: f32

Transition time in seconds for blending into this animation.

§anim_root: String

Name of the geometry node that anchors this animation.

Determines which subtree of the geometry hierarchy is affected. Usually the root node name or a specific bone (e.g. “rootdummy”).

§events: Vec<MdlAnimEvent>

Events that fire at specific times during playback.

§root_node: MdlAnimNode

Root of the animation node tree.

§fn_ptr1: u32

Function pointer 1 from the animation header.

Leaked vtable pointer from the BioWare toolset. K1 PC value: 0x00413370 (4273392).

§fn_ptr2: u32

Function pointer 2 from the animation header.

K1 PC value: 0x0043E1E0 (4451552).

Trait Implementations§

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impl Clone for MdlAnimation

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fn clone(&self) -> MdlAnimation

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MdlAnimation

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for MdlAnimation

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fn eq(&self, other: &MdlAnimation) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for MdlAnimation

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impl<T> Any for T
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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