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corgi::component_library::AnimationData Struct Reference

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>

Detailed Description

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.
 

The documentation for this struct was generated from the following file: