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Monad Engine da02fba2
> Undercity Codex_
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Skeletal / transform animation system driven by GLTF keyframe data. More...
#include <memory>#include <string>#include <unordered_map>#include <vector>#include <glm/gtc/quaternion.hpp>#include <glm/vec3.hpp>#include <glm/mat4x4.hpp>#include "animation/KeyFrame.h"#include "animation/Pose.h"#include "scene/Component.h"
Include dependency graph for AnimationComponent.h:
This graph shows which files directly or indirectly include this file:Go to the source code of this file.
Classes | |
| struct | mnd::TransformTrack |
| Animation data for one GLTF node: position, rotation, and scale tracks. More... | |
| struct | mnd::AnimationClip |
| A named, playable animation containing one or more transform tracks. More... | |
| struct | mnd::ObjectBinding |
| Runtime binding from a TransformTrack to a live child GameObject. More... | |
| class | mnd::AnimationComponent |
| Drives transform animation on a hierarchy of GameObjects. More... | |
Namespaces | |
| namespace | mnd |
Skeletal / transform animation system driven by GLTF keyframe data.
Each track targets a child GameObject by name (targetName). On Play(), AnimationComponent walks the owner's child hierarchy and caches a binding (ObjectBinding) that maps track indices to live GameObjects.
Update() advances m_time by deltaTime, linearly interpolates between the surrounding keyframes for each track, and writes the result directly to the target GameObject's local position / rotation / scale.
AnimationClips are populated by GameObject::LoadGLTF() from the GLTF animation channels, then registered on this component via RegisterClip().
Definition in file AnimationComponent.h.