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Skylicht Engine
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ECS data component that holds animation and transform state for an entity within a skeleton. More...
#include <Animation/Skeleton/CAnimationTransformData.h>
Public Member Functions | |
| void | updateTransform () |
| Updates the relative matrix in WorldTransform using AnimPosition, AnimScale, and AnimRotation. | |
| Public Member Functions inherited from Skylicht::IEntityData | |
| virtual bool | serializable (CMemoryStream *stream) |
| virtual bool | deserializable (CMemoryStream *stream, int version) |
| virtual const char * | getTypeName () |
| Public Member Functions inherited from Skylicht::IActivatorObject | |
| virtual | ~IActivatorObject () |
| Virtual destructor for polymorphic activator objects. | |
Public Attributes | |
| std::string | Name |
| Name of the bone or joint. | |
| int | ID |
| Internal entity ID. | |
| int | ParentID |
| ID of the parent entity (-1 for root). | |
| int | Depth |
| Hierarchy depth (0 for root). | |
| int | BoneID |
| Index of the bone in the hardware skinning buffer. | |
| bool | DisableAnimation |
| If true, animation evaluation is skipped for this entity. | |
| float | Weight |
| Blending weight for this specific bone. | |
| core::vector3df | DefaultPosition |
| Default local position when no animation is playing. | |
| core::vector3df | DefaultScale |
| Default local scale when no animation is playing. | |
| core::quaternion | DefaultRotation |
| Default local rotation when no animation is playing. | |
| core::vector3df | AnimPosition |
| Calculated local position from the animation track. | |
| core::vector3df | AnimScale |
| Calculated local scale from the animation track. | |
| core::quaternion | AnimRotation |
| Calculated local rotation from the animation track. | |
| CWorldTransformData * | WorldTransform |
| Pointer to the world transform ECS data for this entity. | |
| CAnimationTrack | AnimationTrack |
| The animation track evaluator for this entity. | |
| Public Attributes inherited from Skylicht::IEntityData | |
| int | EntityIndex |
| CEntity * | Entity |
ECS data component that holds animation and transform state for an entity within a skeleton.