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

The clips a rig reads this frame, how much of each, and what a behavior adds on top. More...

#include <pose_evaluator.h>

Public Attributes

const AnimationClipAsset * clip = nullptr
 Clip playing; null holds the bind pose.
float time = 0.0f
 Its playback head, seconds.
const AnimationClipAsset * from = nullptr
 Clip being left; null when nothing is fading.
float fromTime = 0.0f
 Its own playback head.
float weight = 1.0f
 0 is all from, 1 is all clip.
const BoneAdjust * adjust = nullptr
 The Animator's adjustments, applied after the blend; none when null.

Detailed Description

The clips a rig reads this frame, how much of each, and what a behavior adds on top.

Two clips while a crossfade is in flight, each at its own playback head, so a blend between two moving poses does not freeze a foot.

Member Data Documentation

◆ adjust

const BoneAdjust* Vkm::Engine::PoseSample::adjust = nullptr

The Animator's adjustments, applied after the blend; none when null.

A view of the component's list: nothing may write that Animator while the sample is read (see SkeletalAnimationSystem::poseRigs).


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