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mnd::Pose Struct Reference

Per-frame pose state for a Skeleton. More...

#include <Pose.h>

+ Collaboration diagram for mnd::Pose:

Public Attributes

std::vector< glm::mat4 > localTransforms
 Animated TRS per bone (parent-relative).
 
std::vector< glm::mat4 > finalPalette
 Skinning matrices: globalPose * offsetMatrix.
 

Detailed Description

Per-frame pose state for a Skeleton.

localTransforms[i] is bone i's TRS relative to its parent for the current playback time. finalPalette[i] is the matrix actually uploaded as uBones[i] to the skinned vertex shader: it transforms a vertex from mesh-bind space into mesh-posed space.

Definition at line 29 of file Pose.h.

Member Data Documentation

◆ finalPalette

std::vector<glm::mat4> mnd::Pose::finalPalette

Skinning matrices: globalPose * offsetMatrix.

Definition at line 32 of file Pose.h.

Referenced by mnd::ComputePalette(), mnd::ResetPoseToBind(), and mnd::AnimationComponent::Update().

◆ localTransforms

std::vector<glm::mat4> mnd::Pose::localTransforms

Animated TRS per bone (parent-relative).

Definition at line 31 of file Pose.h.

Referenced by mnd::ComputePalette(), mnd::EvaluatePose(), and mnd::ResetPoseToBind().


The documentation for this struct was generated from the following file: