DI-Guy SDK Documentation  13.8
diguyMotionEngineSnapshot.h
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1 /****************************************************************************
2  * Copyright (c) 2024 MAK Technologies, Inc.
3  * All rights reserved.
4  ****************************************************************************/
5 
6 #pragma once
7 
8 #include <diguy_vector_classes.h>
9 
12 struct BDI_DECLSPEC_diguy diguyMotionEngineSnapshot
13 {
14 
16  : m_current_action_name( NULL )
17  , m_arc_name( NULL )
18  , m_arc_next_name( NULL )
19  , m_is_transitioning( 0 )
20  , m_tstart( 0.0f )
21  , m_tin( 0.0f )
22  , m_tout( 0.0f )
23  , m_progress( 0.0f )
24  , m_arc_t( 0.0f )
25  , m_blend_state( 0 )
26  , m_mid_point( 0.0f )
27  , m_aim_axis_0( 0.0f )
28  , m_aim_axis_1( 0.0f )
29  , m_aim_amount( 0.0f )
30  , m_reps( 1 )
31  {
32  }
33 
34  // these aren't owned by the structure make sure swig can't leak or memory thrash these
35 #ifdef SWIG
36  %feature("immutable");
37 #endif
38 
40  const char* m_current_action_name;
41 
43  const char* m_desired_action_name;
44 
46  const char* m_arc_name;
47 
49  const char* m_arc_next_name;
50 
51 #ifdef SWIG
52  %feature("immutable","");
53 #endif
54 
57 
60 
63 
65  float m_tstart;
66 
68  float m_tin;
69 
71  float m_tout;
72 
74  float m_progress;
75 
76  float m_arc_t;
77 
80  float m_mid_point;
81 
82  int m_reps;
83 
84  // aim data
85  float m_aim_amount;
86  float m_aim_axis_0;
87  float m_aim_axis_1;
89 
90  // only needed for animation blend tree locomotions animations.
94 
95 };
const char * m_arc_next_name
The name of the motion arc that's next up in the queue.
Definition: diguyMotionEngineSnapshot.h:49
This class stores a snapshot of a character's motion engine for storing/replicating character positio...
Definition: diguyMotionEngineSnapshot.h:12
const char * m_arc_name
The name of the underlying motion arc that's currently playing.
Definition: diguyMotionEngineSnapshot.h:46
float m_aim_axis_1
Definition: diguyMotionEngineSnapshot.h:87
float m_tin
When the current motion arc started with padding.
Definition: diguyMotionEngineSnapshot.h:68
float m_tstart
When the current motion arc started.
Definition: diguyMotionEngineSnapshot.h:65
int m_action_to_index
The index of the action that's starting.
Definition: diguyMotionEngineSnapshot.h:59
diguyVec3f m_animation_velocity
Definition: diguyMotionEngineSnapshot.h:91
float m_mid_point
Definition: diguyMotionEngineSnapshot.h:80
int m_is_transitioning
If the character is actively transitioning between actions.
Definition: diguyMotionEngineSnapshot.h:62
diguyVec3f m_animation_velocity_velocity
Definition: diguyMotionEngineSnapshot.h:93
diguyVec3f m_animation_velocity_target
Definition: diguyMotionEngineSnapshot.h:92
int m_reps
Definition: diguyMotionEngineSnapshot.h:82
float m_aim_amount
Definition: diguyMotionEngineSnapshot.h:85
diguyMotionEngineSnapshot()
Definition: diguyMotionEngineSnapshot.h:15
Definition: diguy_vector_classes.h:74
float m_arc_t
Definition: diguyMotionEngineSnapshot.h:76
int m_blend_state
The blending state of the arc.
Definition: diguyMotionEngineSnapshot.h:79
int m_action_from_index
The index of the action that's ending.
Definition: diguyMotionEngineSnapshot.h:56
float m_progress
Normalized time through the current arc.
Definition: diguyMotionEngineSnapshot.h:74
diguyVec3f m_aim_target
Definition: diguyMotionEngineSnapshot.h:88
float m_tout
When the current motion arc will end started with padding.
Definition: diguyMotionEngineSnapshot.h:71
float m_aim_axis_0
Definition: diguyMotionEngineSnapshot.h:86
const char * m_current_action_name
The name of the action that's currently playing.
Definition: diguyMotionEngineSnapshot.h:40
const char * m_desired_action_name
The name of the next action that's currently playing.
Definition: diguyMotionEngineSnapshot.h:43