Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Fiea::Engine::Tests::AnimationFrame Struct Reference

This is a data structure containing joint rotations to shift the skeleton from it's default T-pose into another pose. More...

Public Attributes

Vec3 JointDelta [NUM_JOINTS]
 These deltas are additional rotation to be applied at each joint.
float_t PelvicScale = 1.0f
 A multiplier for the length of the "bone" from the root to the pelvis. This is the only bone we will modify the length of, because it is not a real bone, but rather a displacement from the ground under the skeleton to the skeleton's pelvis.

Static Public Attributes

static const size_t NUM_JOINTS = (size_t)BoneSegment::COUNT

Detailed Description

This is a data structure containing joint rotations to shift the skeleton from it's default T-pose into another pose.

Member Data Documentation

◆ JointDelta

Vec3 Fiea::Engine::Tests::AnimationFrame::JointDelta[NUM_JOINTS]

These deltas are additional rotation to be applied at each joint.

◆ NUM_JOINTS

const size_t Fiea::Engine::Tests::AnimationFrame::NUM_JOINTS = (size_t)BoneSegment::COUNT
static

◆ PelvicScale

float_t Fiea::Engine::Tests::AnimationFrame::PelvicScale = 1.0f

A multiplier for the length of the "bone" from the root to the pelvis. This is the only bone we will modify the length of, because it is not a real bone, but rather a displacement from the ground under the skeleton to the skeleton's pelvis.


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