const DWORD accessor_0[] = { 0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8, }; const int accessor_0_length = (sizeof (accessor_0)) / (sizeof (accessor_0[0])); const D3DXVECTOR3 accessor_1[] = { D3DXVECTOR3(-0.5000000f, 0.0000000f, 0.0000000f), D3DXVECTOR3( 0.5000000f, 0.0000000f, 0.0000000f), D3DXVECTOR3(-0.5000000f, 0.5000000f, 0.0000000f), D3DXVECTOR3( 0.5000000f, 0.5000000f, 0.0000000f), D3DXVECTOR3(-0.5000000f, 1.0000000f, 0.0000000f), D3DXVECTOR3( 0.5000000f, 1.0000000f, 0.0000000f), D3DXVECTOR3(-0.5000000f, 1.5000000f, 0.0000000f), D3DXVECTOR3( 0.5000000f, 1.5000000f, 0.0000000f), D3DXVECTOR3(-0.5000000f, 2.0000000f, 0.0000000f), D3DXVECTOR3( 0.5000000f, 2.0000000f, 0.0000000f), }; const int accessor_1_length = (sizeof (accessor_1)) / (sizeof (accessor_1[0])); const D3DXVECTOR4 accessor_2[] = { D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), }; const int accessor_2_length = (sizeof (accessor_2)) / (sizeof (accessor_2[0])); const D3DXVECTOR4 accessor_3[] = { D3DXVECTOR4( 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.7500000f, 0.2500000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.7500000f, 0.2500000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.5000000f, 0.5000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.5000000f, 0.5000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.2500000f, 0.7500000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.2500000f, 0.7500000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), D3DXVECTOR4( 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f), }; const int accessor_3_length = (sizeof (accessor_3)) / (sizeof (accessor_3[0])); const D3DXMATRIX accessor_4[] = { D3DXMATRIX( 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), D3DXMATRIX( 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f, 0.0000000f, 0.0000000f, -1.0000000f, 0.0000000f, 1.0000000f), }; const int accessor_4_length = (sizeof (accessor_4)) / (sizeof (accessor_4[0])); const float accessor_5[] = { 0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0, 4.5, 5.0, 5.5, }; const int accessor_5_length = (sizeof (accessor_5)) / (sizeof (accessor_5[0])); const D3DXVECTOR4 accessor_6[] = { D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.3830000f, 0.9240000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.7070000f, 0.7070000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.7070000f, 0.7070000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.3830000f, 0.9240000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, -0.3830000f, 0.9240000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, -0.7070000f, 0.7070000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, -0.7070000f, 0.7070000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, -0.3830000f, 0.9240000f), D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), }; const int accessor_6_length = (sizeof (accessor_6)) / (sizeof (accessor_6[0])); const Mesh mesh_0 = { accessor_1, // position (sizeof (accessor_1)), NULL, // normal 0, NULL, // texcoord_0 0, accessor_3, // weights_0 (sizeof (accessor_3)), accessor_2, // joints_0 (sizeof (accessor_2)), accessor_0, // indices (sizeof (accessor_0)), }; extern const Skin skin_0; const Node node_0 = { &skin_0, // skin &mesh_0, // mesh D3DXVECTOR3( 0.0000000f, 0.0000000f, 0.0000000f), // translation D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), // rotation D3DXVECTOR3( 1.0000000f, 1.0000000f, 1.0000000f), // scale }; const Node node_1 = { NULL, // skin NULL, // mesh D3DXVECTOR3( 0.0000000f, 0.0000000f, 0.0000000f), // translation D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), // rotation D3DXVECTOR3( 1.0000000f, 1.0000000f, 1.0000000f), // scale }; const Node node_2 = { NULL, // skin NULL, // mesh D3DXVECTOR3( 0.0000000f, 1.0000000f, 0.0000000f), // translation D3DXVECTOR4( 0.0000000f, 0.0000000f, 0.0000000f, 1.0000000f), // rotation D3DXVECTOR3( 1.0000000f, 1.0000000f, 1.0000000f), // scale }; const Node * skin_0__joints[] = { &node_1, &node_2, }; const Skin skin_0 = { accessor_4, // inverse bind matrices skin_0__joints, // joints 2, // joints length }; const AnimationSampler animation_0__sampler_0 = { accessor_5, // input, keyframe timestamps accessor_6, // output, keyframe values (void *) accessor_5_length, // length }; const AnimationChannel animation_0__channels[] = { &animation_0__sampler_0, // animation sampler { &node_2, // target node ACP__ROTATION, // target path }, };