/** *** :: Animated Object :: *** *** A skeletally animated object *** holds information about current animation time *** Builds a new pose skeleton object on update *** **/ #ifndef animated_object_h #define animated_object_h #include "cengine.h" #include "casset.h" #include "assets/skeleton.h" typedef struct { vec3 position; vec3 scale; quat rotation; float animation_time; asset_hndl renderable; asset_hndl animation; asset_hndl skeleton; frame* pose; } animated_object; animated_object* animated_object_new(); void animated_object_delete(animated_object* ao); void animated_object_load_skeleton(animated_object* ao, asset_hndl ah); void animated_object_update(animated_object* ao, float timestep); #endif