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The Component data structure that corresponds to each Entity that is registered with the AnimationComponent. It contains all the information for each Entity's animation. More...
#include <animation.h>
The Component data structure that corresponds to each Entity that is registered with the AnimationComponent. It contains all the information for each Entity's animation.
Public Attributes | |
motive::RigMotivator | motivator |
Holds and processes the animaton. Calls can be made to motivator.GlobalTransforms() to get an array of matrices: one for each bone in the animation. | |
int | anim_table_object |
Specifies the object-type query parameter for the AnimTable, which is used to index the first array of the AnimTable. | |
int | last_anim_idx |
Tracks the index of the last animation that was played by AnimateFromTable() . | |
motive::MotiveTime | previous_time_remaining |
The amount of time remaning from the previous animation. This can be used for firing animation events. | |
AnimationDebugState | debug_state |
The debug information output to the log every frame, for this animating object. You probably want this to be None for all but one animating object, since it outputs a lot of data. | |
motive::BoneIndex | debug_bone |
When debug_state outputs bone-specific information, this member specifies the bone. Ignored otherwise. | |