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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Places every entity carrying a BoneSocket on its bone, from the pose SkeletalAnimationSystem published this frame. More...
#include <bone_socket_system.h>
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. | |
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.
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overridevirtual |
Execute this system for the current frame.
| ctx | This frame's services and the products published so far. |
Reimplemented from Vkm::Engine::System.