Getting somewhere with proc anim

This commit is contained in:
jordan4ibanez 2024-04-20 12:46:01 -04:00
parent 422f19e6ab
commit 5898330f4b

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@ -20,6 +20,9 @@ namespace animationStation {
scale: Vec3,
}
/**
* Animation Register defines a basic animation for a bone.
*/
interface AnimationRegister {
//? If I ever feel like making longer animations, I can use this.
// frames: { [key: number]: AnimationPoint; } = {};
@ -28,9 +31,42 @@ namespace animationStation {
end: AnimationPoint;
}
let animationRepository: = {};
/**
* BoneTRSStartEnd is the start and end of a bone's animation point in an animation.
*/
type BoneTRSStartEnd = { [boneName: string]: AnimationRegister; };
/**
* Animation encapsulates the Bone Animation's for a single animation in one container.
*/
type Animation = { [animationName: string]: BoneTRSStartEnd; };
/**
* ModelRepo holds all the animations, for all registered models.
*/
type ModelRepo = { [modelName: string]: Animation; };
/**
* Worker Animation Point is a piece of data which is used to reduce pressure
* on the garbage collector by reusing it's memory address over and over.
*/
let workerAnimationPoint: AnimationPoint = {
translation: vector.create3d(0, 0, 0),
rotation: vector.create3d(0, 0, 0),
scale: vector.create3d(1, 1, 1)
};
/**
* Animation Repository holds all the animations for all bones on all models.
*/
class AnimationRepository {
models: { [modelName: string]: Animation; } = {};
getStart(entity: ObjectRef): {
};
}
let playerAnimationState: { [key: string]: PlayerAnimationState; } = {};
let animationRepository = new AnimationRepository();
/**