d3d10/include/skin.hpp

188 lines
5.7 KiB
C++

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
},
};