# struct cogs::SkeletonAction::BoneChannels

## Overview

    #include <SkeletonAction.h>

    struct BoneChannels {
        // fields

        Interpolator<glm::quat> rotation;
        Interpolator<glm::vec3> offset;
        Interpolator<glm::vec3> scaling;
        Interpolator<float> length;

        // methods

        bool IsEmpty() const;
        void AdjustTransformToTime(float time, BoneTransform* out_trans) const;
        float GetDuration() const;
    };

## Detailed Documentation

### Methods

    bool IsEmpty() const

Checks whether all channels are empty.

    void AdjustTransformToTime(float time, BoneTransform* out_trans) const

Adjusts bone transform using data from non empty channels.

    float GetDuration() const

Returns time of last existing key frame.