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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Advances every Animation component and writes its result into the entity's local Transform. More...
#include <animation_system.h>
Public Member Functions | |
| void | fixedUpdate (FrameContext &ctx) override |
| Execute this system at the fixed simulation rate. | |
| Public Member Functions inherited from Vkm::Engine::System | |
| virtual bool | isReplayed () const |
| Whether this system may be re-run over a tick that already happened. | |
| virtual void | init (FrameContext &ctx) |
| Called once after all systems are registered, before the first update. | |
| virtual void | shutdown () |
| Called once on engine shutdown. | |
| virtual void | update (FrameContext &ctx) |
| Execute this system for the current frame. | |
Static Public Member Functions | |
| static void | applyAnimation (const Animation &animation, Transform &transform) |
Pose transform as animation stands at its playhead. | |
Advances every Animation component and writes its result into the entity's local Transform.
Runs on the fixed step, so a paused frame does not re-sample and clobber an authored Transform. Runs in SystemStage::Simulation, ahead of HierarchySystem, which resolves what it writes that frame.
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overridevirtual |
Execute this system at the fixed simulation rate.
Called 0+ times per frame; the step is ctx.clock.getFixedStep().
Runs before any producer stage, so ctx.visibility and ctx.ui are null here. ctx.poses is set by SkeletalAnimationSystem's own fixedUpdate, so a later Simulation system reads this tick's pose.
| ctx | This frame's services; see above for which products are set. |
Reimplemented from Vkm::Engine::System.
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static |
Pose transform as animation stands at its playhead.
An empty track leaves its channel as authored. Callable while the world is not stepping, to show a scrubbed playhead.
| animation | The clip and its playhead. |
| transform | Pose written. |