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ClimbingPose.cpp
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19 return chain.root >= 0 && chain.mid >= 0 && chain.tip >= 0 && chain.root < boneCount && chain.mid < boneCount &&
34eve::Result<ClimbingPoseResult> applyClimbingPose(animation::AnimSkeleton& skeleton, animation::AnimPose& pose,
53 return eve::Result<ClimbingPoseResult>::success(std::move(result), eve::Status::success(eve::StatusCode::NoOp));
58 constraints.addTwoBoneIK(binding.leftArm.root, binding.leftArm.mid, binding.leftArm.tip, target.x, target.y,
64 constraints.addTwoBoneIK(binding.rightArm.root, binding.rightArm.mid, binding.rightArm.tip, target.x, target.y,
69 return eve::Result<ClimbingPoseResult>::success(std::move(result), eve::Status::success(eve::StatusCode::Applied));
Synchronous Animation TwoBoneIK adapter for climbing contact anchors.
static Diagnostic error(DiagnosticCode code, std::string message, std::string path={}, DiagnosticDetails details={}, std::string source={})
Construct an error diagnostic with the standard error severity.
Definition Diagnostic.h:125
static Result failure(Status status)
Construct a failed result from a structured status.
Definition Result.h:175
static Status success(StatusCode code=StatusCode::Ok)
Construct a successful status with an explicit non-error outcome.
Definition Status.h:81
Ordered main-thread post-process stack with aim, limb IK and foot planting.
Definition AnimConstraintStack.h:17
void apply(AnimPose *pose) const
Apply constraints in insertion order and refresh world transforms. Main-thread only.
Definition AnimConstraintStack.cpp:40
void addTwoBoneIK(int root, int mid, int tip, float targetX, float targetY, float targetZ, float weight=1.f)
Append a weighted two-bone IK constraint.
Definition AnimConstraintStack.cpp:26
Evaluated local (and optional world) pose for an AnimSkeleton. Script type: AnimPose.
Definition AnimPose.h:17
3D bone hierarchy + bind-pose local TRS for skeletal animation. Independent of ik::Skeleton3D (FABRIK...
Definition AnimSkeleton.h:16
Definition Climbing.cpp:19
eve::Result< ClimbingPoseResult > applyClimbingPose(animation::AnimSkeleton &skeleton, animation::AnimPose &pose, const ClimbingAdvance &advance, const ClimbingPoseBinding &binding)
Applies contact anchors to an already evaluated animation pose.
Definition ClimbingPose.cpp:34
@ InvalidArgument
@ NoOp
@ Applied
Borrowed-pose adapter inputs; no skeleton or pose pointer is retained.
Definition ClimbingPose.h:26
Observable result of applying built-in hand constraints.
Definition ClimbingPose.h:36
bool rightHandApplied
Definition ClimbingPose.h:38
Small owning world-space vector used at climbing module boundaries.
Definition ClimbingPrimitives.h:18