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