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.