DI-Guy SDK Documentation  13.2
diguyMotionEngineSnapshot.h
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1 #pragma once
2 
3 #include <diguy_vector_classes.h>
4 
6 struct BDI_DECLSPEC_diguy diguyMotionEngineSnapshot
7 {
8 
9  diguyMotionEngineSnapshot() : m_current_action_name(NULL),
10  m_arc_name(NULL),
11  m_arc_next_name(NULL),
12  m_is_transitioning(0),
13  m_tstart(0.0f),
14  m_tin(0.0f),
15  m_tout(0.0f),
16  m_progress(0.0f),
17  m_arc_t(0.0f),
18  m_blend_state(0),
19  m_mid_point(0.0f),
20  m_aim_axis_0(0.0f),
21  m_aim_axis_1(0.0f),
22  m_aim_amount(0.0f),
23  m_reps(1)
24  {
25  ;
26  }
27  // these aren't owned by the structure make sure swig can't leak or memory thrash these
28 #ifdef SWIG
29  %feature("immutable");
30 #endif
31  const char * m_current_action_name;
33 
35  const char * m_desired_action_name;
36 
38  const char * m_arc_name;
39 
41  const char * m_arc_next_name;
42 #ifdef SWIG
43  %feature("immutable","");
44 #endif
45 
48 
51 
54 
56  float m_tstart;
57 
59  float m_tin;
60 
62  float m_tout;
63 
65  float m_progress;
66 
67  float m_arc_t;
68 
71  float m_mid_point;
72 
73  int m_reps;
74 
75  // aim data
76  float m_aim_amount;
77  float m_aim_axis_0;
78  float m_aim_axis_1;
80 
81  // only needed for animation blend tree locomotions animations.
85 
86 };
const char * m_arc_next_name
The name of the motion arc that's next up in the queue.
Definition: diguyMotionEngineSnapshot.h:41
Experimental class for helping with multichannel synchronization.
Definition: diguyMotionEngineSnapshot.h:6
const char * m_arc_name
The name of the underlying motion arc that's currently playing.
Definition: diguyMotionEngineSnapshot.h:38
float m_aim_axis_1
Definition: diguyMotionEngineSnapshot.h:78
float m_tin
When the current motion arc started with padding.
Definition: diguyMotionEngineSnapshot.h:59
float m_tstart
When the current motion arc started.
Definition: diguyMotionEngineSnapshot.h:56
int m_action_to_index
The index of the action that's starting.
Definition: diguyMotionEngineSnapshot.h:50
diguyVec3f m_animation_velocity
Definition: diguyMotionEngineSnapshot.h:82
float m_mid_point
Definition: diguyMotionEngineSnapshot.h:71
int m_is_transitioning
If the character is actively transitioning between actions.
Definition: diguyMotionEngineSnapshot.h:53
diguyVec3f m_animation_velocity_velocity
Definition: diguyMotionEngineSnapshot.h:84
diguyVec3f m_animation_velocity_target
Definition: diguyMotionEngineSnapshot.h:83
int m_reps
Definition: diguyMotionEngineSnapshot.h:73
float m_aim_amount
Definition: diguyMotionEngineSnapshot.h:76
diguyMotionEngineSnapshot()
Definition: diguyMotionEngineSnapshot.h:9
Definition: diguy_vector_classes.h:74
float m_arc_t
Definition: diguyMotionEngineSnapshot.h:67
int m_blend_state
The blending state of the arc.
Definition: diguyMotionEngineSnapshot.h:70
int m_action_from_index
The index of the action that's ending.
Definition: diguyMotionEngineSnapshot.h:47
float m_progress
Normalized time through the current arc.
Definition: diguyMotionEngineSnapshot.h:65
diguyVec3f m_aim_target
Definition: diguyMotionEngineSnapshot.h:79
float m_tout
When the current motion arc will end started with padding.
Definition: diguyMotionEngineSnapshot.h:62
float m_aim_axis_0
Definition: diguyMotionEngineSnapshot.h:77
const char * m_desired_action_name
The name of the next action that's currently playing.
Definition: diguyMotionEngineSnapshot.h:35