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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Component representing an animation that can be applied to an entity. More...
#include <animation.h>
Static Public Member Functions | |
| static float | computeDuration (const Animation &animation) |
| The effective length: the latest keyframe of the three tracks, or length if greater. | |
Public Attributes | |
| float | length = 0.0f |
| Minimum length in seconds (0 = last keyframe) | |
| float | time = 0.0f |
| Playback head in seconds; session state, unserialized. | |
| float | speed = 1.0f |
| Playback speed multiplier. | |
| bool | playOnStart = true |
| Start playing on the first frame the simulation runs. | |
| bool | playing = false |
| Session state. | |
| bool | started = false |
| Whether playOnStart has been honoured this session. Session state. | |
Component representing an animation that can be applied to an entity.
Drives the position, rotation and scale of the entity's Transform.
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inlinestatic |
The effective length: the latest keyframe of the three tracks, or length if greater.
| animation | Component measured. |
| bool Vkm::Engine::Animation::playOnStart = true |
Start playing on the first frame the simulation runs.
The only one of playOnStart / playing / started that is serialized; see engine.md, "Authored state and session state on one component".