initial layout for anim.rs
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pub struct Animation<'mA, 'mMA, 'nA> {
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/* The name of the animation. If the modeling package this data was
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* exported from does support only a single animation channel, this
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* name is usually empty (length is zero).
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*/
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m_name: Option<String>,
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// Duration of the animation in ticks
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m_duration: f64,
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// Ticks per second. Zero (0.000... ticks/second) if not
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// specified in the imported file
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m_ticks_per_second: Option<f64>,
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/* Number of bone animation channels.
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Each channel affects a single node.
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*/
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m_num_channels: u64,
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/* Node animation channels. Each channel
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affects a single node.
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?? -> The array is m_num_channels in size.
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(maybe refine to a derivative type of usize?)
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*/
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m_channels: &'nA NodeAnim,
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/* Number of mesh animation channels. Each
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channel affects a single mesh and defines
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vertex-based animation.
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*/
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m_num_mesh_channels: u64,
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/* The mesh animation channels. Each channel
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affects a single mesh.
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The array is m_num_mesh_channels in size
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(maybe refine to a derivative of usize?)
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*/
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m_mesh_channels: &'mA MeshAnim,
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/* The number of mesh animation channels. Each channel
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affects a single mesh and defines some morphing animation.
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*/
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m_num_morph_mesh_channels: u64,
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/* The morph mesh animation channels. Each channel affects a single mesh.
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The array is mNumMorphMeshChannels in size.
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*/
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m_morph_mesh_channels: &'mMA MeshMorphAnim
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}
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pub struct NodeAnim {}
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pub struct MeshAnim {}
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pub struct MeshMorphAnim {}
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