Struct representing the current state of an animation.
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#include <AnimationState.h>
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| AnimationState (gef::SkeletonPose const &skeletonPose) |
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void | UpdateTime (float const deltaTime) |
| Update the current animation time.
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gef::SkeletonPose const & | CurrentPose () |
| The pose of this animation at the current time.
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bool | HasAnimation () const |
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gef::SkeletonPose const | InitialBindPose |
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std::optional< std::reference_wrapper< AnimationClip const > > | CurrentAnimation |
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float | CurrentAnimationTime {0} |
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float | PlaybackSpeed {1} |
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bool | Looping {false} |
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Struct representing the current state of an animation.
◆ HasAnimation()
bool AnimationSystem::Mesh::AnimationState::HasAnimation |
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const |
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inline |
- Returns
- If this animation has an animation clip
The documentation for this struct was generated from the following file:
- C:/Users/Jay Bretherton/Documents/GitHub/418/Projects/animated_mesh/build/vs2017/AnimationSystemMesh/AnimationState.h