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

Bone is the heart of this system. Each bone can be visualized as a ball joint, which is anchored at the terminal end of a "Parent" bone and oriented in the specified direction, and with a rod/bone of the specified length extending from it. Bones may only have a single "Parent," but many may be parented to a shared parent (note PELVIS in the data structure below, which has 3 bones extending from it) More...

Public Attributes

BoneSegment Parent
 An enumeration for the bone segment that this bone will extend from.
float_t Length
 The length of the straight rod segment of the bone.
Vec3 Joint
 The rotation, in euler angles, expressed as radians.

Detailed Description

Bone is the heart of this system. Each bone can be visualized as a ball joint, which is anchored at the terminal end of a "Parent" bone and oriented in the specified direction, and with a rod/bone of the specified length extending from it. Bones may only have a single "Parent," but many may be parented to a shared parent (note PELVIS in the data structure below, which has 3 bones extending from it)

Member Data Documentation

◆ Joint

Vec3 Fiea::Engine::Tests::Bone::Joint

The rotation, in euler angles, expressed as radians.

◆ Length

float_t Fiea::Engine::Tests::Bone::Length

The length of the straight rod segment of the bone.

◆ Parent

BoneSegment Fiea::Engine::Tests::Bone::Parent

An enumeration for the bone segment that this bone will extend from.


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