vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::BoneSocket Struct Reference

Carried by a weapon, a hat or a muzzle flash to ride a bone of the rig it hangs off. More...

#include <bone_socket.h>

Public Attributes

std::string bone
 Bone name in the rig above; empty places nothing.
Transform offset
 Placement relative to that bone, in bone space.
SkeletonHandle resolvedRig
 Rig boneIndex was resolved against.
std::string resolvedName
 Value of bone at that resolve.
int32_t boneIndex = -1
 Bone bone names, or -1 when the rig has none.

Detailed Description

Carried by a weapon, a hat or a muzzle flash to ride a bone of the rig it hangs off.

The entity must be a direct child of the one carrying the Animator: BoneSocketSystem writes its local Transform for HierarchySystem to resolve, which lands on the bone only while the parent's world matrix is the rig's. A socket parented elsewhere is refused and named. No EntityId is stored, so nothing needs remapping.

The bone is named, never indexed: inserting a joint shifts every index, and the name is what a clip binds by at cook time.


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