vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::BoneSocketSystem Class Reference

Places every entity carrying a BoneSocket on its bone, from the pose SkeletalAnimationSystem published this frame. More...

#include <bone_socket_system.h>

Inheritance diagram for Vkm::Engine::BoneSocketSystem:
Vkm::Engine::System

Public Member Functions

void update (FrameContext &ctx) override
 Execute this system for the current frame.
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 fixedUpdate (FrameContext &ctx)
 Execute this system at the fixed simulation rate.

Detailed Description

Places every entity carrying a BoneSocket on its bone, from the pose SkeletalAnimationSystem published this frame.

Runs in SystemStage::Transform: after the Simulation stage that produces ctx.poses (reading it there would race registration order), and ahead of HierarchySystem, which turns the local Transform written here into a world matrix the same frame. Not gated on simulation time: scrubbing an Animator has to move what the character holds.

Member Function Documentation

◆ update()

void Vkm::Engine::BoneSocketSystem::update ( FrameContext & ctx)
overridevirtual

Execute this system for the current frame.

Parameters
ctxThis frame's services and the products published so far.

Reimplemented from Vkm::Engine::System.


The documentation for this class was generated from the following file: