NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
Loading...
Searching...
No Matches
nw4r::g3d::ChrAnmResult Struct Reference

#include <lib/nw4r/g3d/anm_obj_chr.hpp>

Description

Character animation result.

Definition at line 14 of file anm_obj_chr.hpp.

Public Types

enum  Flag {
  FLAG_ANM_EXISTS = BIT_FLAG(0) ,
  FLAG_IDENTITY = BIT_FLAG(1) ,
  FLAG_RT_ZERO = BIT_FLAG(2) ,
  FLAG_SCALE_ONE = BIT_FLAG(3) ,
  FLAG_SCALE_UNIFORM = BIT_FLAG(4) ,
  FLAG_ROTATE_ZERO = BIT_FLAG(5) ,
  FLAG_TRANS_ZERO = BIT_FLAG(6) ,
  FLAG_SCALE_USE_MODEL = BIT_FLAG(7) ,
  FLAG_ROTATE_USE_MODEL = BIT_FLAG(8) ,
  FLAG_TRANS_USE_MODEL = BIT_FLAG(9) ,
  FLAG_SEGMENT_SCALE_COMPENSATE_APPLY = BIT_FLAG(10) ,
  FLAG_SEGMENT_SCALE_COMPENSATE_PARENT = BIT_FLAG(11) ,
  FLAG_CLASSIC_SCALE_OFF = BIT_FLAG(12) ,
  FLAG_RAW_ROTATE_VALID = BIT_FLAG(31)
}
 Information flags related to the character animation result. More...
 

Public Attributes

u32 mFlags
 The attributes held by the character animation result data. See Flag.
 
nw4r::math::VEC3 mScale
 The result scale.
 
nw4r::math::VEC3 mRotation
 The result rotation.
 
nw4r::math::MTX34 mMtx
 The matrix for rotation and translation.
 

Member Enumeration Documentation

◆ Flag

Information flags related to the character animation result.

Enumerator
FLAG_ANM_EXISTS 

The animation exists.

FLAG_IDENTITY 

The node's matrix is always an identity matrix.

FLAG_RT_ZERO 

The rotation and translation are always 0.

FLAG_SCALE_ONE 

The scale is always 1.

FLAG_SCALE_UNIFORM 

The scale is always the same along all axes.

FLAG_ROTATE_ZERO 

The rotation is always 0.

FLAG_TRANS_ZERO 

The translation is always 0.

FLAG_SCALE_USE_MODEL 

The model's value is used for the scale, and a result is not stored in ChrAnmResult::mScale.

FLAG_ROTATE_USE_MODEL 

The model's value is used for the rotation, and a result is not stored in ChrAnmResult::mMtx.

FLAG_TRANS_USE_MODEL 

The model's value is used for the translation, and a result is not stored in ChrAnmResult::mMtx.

FLAG_SEGMENT_SCALE_COMPENSATE_APPLY 

Scale calculations at this node must involve Maya's Segment Scale Compensate.

FLAG_SEGMENT_SCALE_COMPENSATE_PARENT 

One of this node's child nodes will involve Maya's Segment Scale Compensate in scale calculations.

FLAG_CLASSIC_SCALE_OFF 

Softimage's Classic Scale Off must be taken into account for scale calculations at this node.

FLAG_RAW_ROTATE_VALID 

An appropriate value is stored in ChrAnmResult::mRotation.

Definition at line 17 of file anm_obj_chr.hpp.

Member Data Documentation

◆ mFlags

u32 nw4r::g3d::ChrAnmResult::mFlags

The attributes held by the character animation result data. See Flag.

Definition at line 48 of file anm_obj_chr.hpp.

◆ mScale

nw4r::math::VEC3 nw4r::g3d::ChrAnmResult::mScale

The result scale.

Definition at line 49 of file anm_obj_chr.hpp.

◆ mRotation

nw4r::math::VEC3 nw4r::g3d::ChrAnmResult::mRotation

The result rotation.

Definition at line 50 of file anm_obj_chr.hpp.

◆ mMtx

nw4r::math::MTX34 nw4r::g3d::ChrAnmResult::mMtx

The matrix for rotation and translation.

Definition at line 51 of file anm_obj_chr.hpp.