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use std::os::raw::{c_double, c_uint}; use types::*; #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct AiVectorKey { pub time: c_double, pub value: AiVector3D, } #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct AiQuatKey { pub time: c_double, pub value: AiQuaternion, } #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct AiMeshKey { pub time: c_double, pub value: c_uint, } #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct AiMeshMorphKey { pub time: c_double, pub values: *mut c_uint, pub weights: *mut c_double, pub num_values_and_weights: c_uint, } #[repr(C)] #[derive(Clone, Copy, Debug, Eq, PartialEq)] pub enum AiAnimBehaviour { Default = 0, Constant = 1, Linear = 2, Repeat = 3, } #[repr(C)] pub struct AiNodeAnim { pub node_name: AiString, pub num_position_keys: c_uint, pub position_keys: *mut AiVectorKey, pub num_rotation_keys: c_uint, pub rotation_keys: *mut AiQuatKey, pub num_scaling_keys: c_uint, pub scaling_keys: *mut AiVectorKey, pub pre_state: AiAnimBehaviour, pub post_state: AiAnimBehaviour, } #[repr(C)] pub struct AiMeshAnim { pub name: AiString, pub num_keys: c_uint, pub keys: *mut AiMeshKey, } #[repr(C)] pub struct AiMeshMorphAnim { pub name: AiString, pub num_keys: c_uint, pub keys: *mut AiMeshMorphKey, } #[repr(C)] pub struct AiAnimation { pub name: AiString, pub duration: c_double, pub ticks_per_second: c_double, pub num_channels: c_uint, pub channels: *mut *mut AiNodeAnim, pub num_mesh_channels: c_uint, pub mesh_channels: *mut *mut AiMeshAnim, pub num_morph_mesh_channels: c_uint, pub morph_mesh_channels: *mut *mut AiMeshMorphAnim, }