struct cogs::SkeletonAction
Overview
#include <SkeletonAction.h> struct SkeletonAction { // structs struct BoneChannels; struct RootChannels; // fields std::string name; std::string target; float fps { 1.0f }; RootChannels root_channels; std::map<std::string, BoneChannels> bone_channels; // methods float GetDuration() const; bool IsEmpty() const; void AdjustPoseToTime(float time, const Skeleton& target_skeleton, SkeletonPose* out_pose) const; std::vector<SkeletonPose> BakePoseAnimation(const Skeleton& target_skeleton) const; };
Detailed Documentation
Methods
float GetDuration() const
Returns time of last existing key frame.
bool IsEmpty() const
Checks whether all channels are empty.
void AdjustPoseToTime(float time, const Skeleton& target_skeleton, SkeletonPose* out_pose) const
Adjusts pose using data from non empty channels.
std::vector<SkeletonPose> BakePoseAnimation(const Skeleton& target_skeleton) const
Builds all frames of pose animation for specified skeleton.