DI-Guy SDK Documentation  13.5
diguyMotionEngineSnapshot Struct Reference

Experimental class for helping with multichannel synchronization. More...

#include <diguyMotionEngineSnapshot.h>

Public Member Functions

 diguyMotionEngineSnapshot ()
 

Public Attributes

const char * m_current_action_name
 The name of the action that's currently playing. More...
 
const char * m_desired_action_name
 The name of the next action that's currently playing. More...
 
const char * m_arc_name
 The name of the underlying motion arc that's currently playing. More...
 
const char * m_arc_next_name
 The name of the motion arc that's next up in the queue. More...
 
int m_action_from_index
 The index of the action that's ending. More...
 
int m_action_to_index
 The index of the action that's starting. More...
 
int m_is_transitioning
 If the character is actively transitioning between actions. More...
 
float m_tstart
 When the current motion arc started. More...
 
float m_tin
 When the current motion arc started with padding. More...
 
float m_tout
 When the current motion arc will end started with padding. More...
 
float m_progress
 Normalized time through the current arc. More...
 
float m_arc_t
 
int m_blend_state
 The blending state of the arc. More...
 
float m_mid_point
 
int m_reps
 
float m_aim_amount
 
float m_aim_axis_0
 
float m_aim_axis_1
 
diguyVec3f m_aim_target
 
diguyVec3f m_animation_velocity
 
diguyVec3f m_animation_velocity_target
 
diguyVec3f m_animation_velocity_velocity
 

Detailed Description

Experimental class for helping with multichannel synchronization.

Constructor & Destructor Documentation

diguyMotionEngineSnapshot::diguyMotionEngineSnapshot ( )
inline

Member Data Documentation

const char* diguyMotionEngineSnapshot::m_current_action_name

The name of the action that's currently playing.

const char* diguyMotionEngineSnapshot::m_desired_action_name

The name of the next action that's currently playing.

const char* diguyMotionEngineSnapshot::m_arc_name

The name of the underlying motion arc that's currently playing.

const char* diguyMotionEngineSnapshot::m_arc_next_name

The name of the motion arc that's next up in the queue.

int diguyMotionEngineSnapshot::m_action_from_index

The index of the action that's ending.

int diguyMotionEngineSnapshot::m_action_to_index

The index of the action that's starting.

int diguyMotionEngineSnapshot::m_is_transitioning

If the character is actively transitioning between actions.

float diguyMotionEngineSnapshot::m_tstart

When the current motion arc started.

float diguyMotionEngineSnapshot::m_tin

When the current motion arc started with padding.

float diguyMotionEngineSnapshot::m_tout

When the current motion arc will end started with padding.

float diguyMotionEngineSnapshot::m_progress

Normalized time through the current arc.

float diguyMotionEngineSnapshot::m_arc_t
int diguyMotionEngineSnapshot::m_blend_state

The blending state of the arc.

float diguyMotionEngineSnapshot::m_mid_point
int diguyMotionEngineSnapshot::m_reps
float diguyMotionEngineSnapshot::m_aim_amount
float diguyMotionEngineSnapshot::m_aim_axis_0
float diguyMotionEngineSnapshot::m_aim_axis_1
diguyVec3f diguyMotionEngineSnapshot::m_aim_target
diguyVec3f diguyMotionEngineSnapshot::m_animation_velocity
diguyVec3f diguyMotionEngineSnapshot::m_animation_velocity_target
diguyVec3f diguyMotionEngineSnapshot::m_animation_velocity_velocity

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