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Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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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. | |
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)
| Vec3 Fiea::Engine::Tests::Bone::Joint |
The rotation, in euler angles, expressed as radians.
| float_t Fiea::Engine::Tests::Bone::Length |
The length of the straight rod segment of the bone.
| BoneSegment Fiea::Engine::Tests::Bone::Parent |
An enumeration for the bone segment that this bone will extend from.