11#include <glm/mat4x4.hpp>
19struct SkeletalAnimationClip;
Engine-wide primitive type aliases and GLM math imports.
float f32
32-bit IEEE float — the standard GL scalar type.
void ComputePalette(const Skeleton &skeleton, Pose &pose)
Concatenate parent transforms and apply offsetMatrix to produce the GPU palette.
void ResetPoseToBind(const Skeleton &skeleton, Pose &pose)
Resize pose buffers to match skeleton and reset to bind pose.
void EvaluatePose(const SkeletalAnimationClip &clip, const Skeleton &skeleton, f32 time, Pose &pose)
Sample clip at time and write each animated bone's TRS into pose.localTransforms.
Per-frame pose state for a Skeleton.
std::vector< glm::mat4 > localTransforms
Animated TRS per bone (parent-relative).
std::vector< glm::mat4 > finalPalette
Skinning matrices: globalPose * offsetMatrix.