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.