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Monad Engine da02fba2
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Animation data for one GLTF node: position, rotation, and scale tracks. More...
#include <AnimationComponent.h>
Collaboration diagram for mnd::TransformTrack:Public Attributes | |
| std::string | targetName |
| Name of the child GameObject to animate. | |
| std::vector< KeyFrameVec3 > | positions |
| Sorted position keyframes. | |
| std::vector< KeyFrameQuat > | rotations |
| Sorted rotation keyframes (slerp-interpolated). | |
| std::vector< KeyFrameVec3 > | scales |
| Sorted scale keyframes. | |
Animation data for one GLTF node: position, rotation, and scale tracks.
targetName matches the child GameObject name so AnimationComponent can resolve the live object reference at Play() time.
Definition at line 62 of file AnimationComponent.h.
| std::vector<KeyFrameVec3> mnd::TransformTrack::positions |
Sorted position keyframes.
Definition at line 65 of file AnimationComponent.h.
Referenced by mnd::ModelImporter::Import().
| std::vector<KeyFrameQuat> mnd::TransformTrack::rotations |
Sorted rotation keyframes (slerp-interpolated).
Definition at line 66 of file AnimationComponent.h.
Referenced by mnd::ModelImporter::Import().
| std::vector<KeyFrameVec3> mnd::TransformTrack::scales |
Sorted scale keyframes.
Definition at line 67 of file AnimationComponent.h.
Referenced by mnd::ModelImporter::Import().
| std::string mnd::TransformTrack::targetName |
Name of the child GameObject to animate.
Definition at line 64 of file AnimationComponent.h.
Referenced by mnd::ModelImporter::Import(), and mnd::GameObject::LoadGLTF().