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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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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. | |
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.