Jolt Physics
A multi core friendly Game Physics Engine
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Instance of a skeleton, contains the pose the current skeleton is in. More...
#include <SkeletonPose.h>
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struct | DrawSettings |
Draw settings. More... | |
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using | JointState = SkeletalAnimation::JointState |
using | JointStateVector = Array<JointState> |
using | Mat44Vector = Array<Mat44> |
Instance of a skeleton, contains the pose the current skeleton is in.
void SkeletonPose::CalculateJointMatrices | ( | ) |
Convert the joint states to joint matrices.
void SkeletonPose::CalculateJointStates | ( | ) |
Convert joint matrices to joint states.
Outputs the joint matrices in local space (ensure that outMatrices has GetJointCount() elements, assumes that values in GetJoints() is up to date)
void SkeletonPose::Draw | ( | const DrawSettings & | inDrawSettings, |
DebugRenderer * | inRenderer, | ||
RMat44Arg | inOffset = RMat44::sIdentity() ) const |
Draw current pose.
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Extra offset applied to the root (and therefore also to all of its children)
JPH_NAMESPACE_BEGIN void SkeletonPose::SetSkeleton | ( | const Skeleton * | inSkeleton | ) |