载入中...
搜索中...
未找到
PoseInertiaInternal.h
浏览该文件的文档.
43 void begin(const AnimPose& source, const AnimPose& target, const AnimPose& previousTarget, float seconds) {
47 bool history = historyInterval > 1e-6f && previousOutput.getBoneCount() == source.getBoneCount();
76 void apply(const AnimPose& target, float elapsed, AnimPose& output, std::span<const float> factors = {}) const {
82 float u = std::clamp(elapsed / boneDuration, 0.f, 1.f), u2 = u * u, u3 = u2 * u, u4 = u3 * u, u5 = u4 * u;
86 for (int c = 0; c < 9; ++c) value[c] = offsets[bone][c] * position + velocities[bone][c] * velocity;
Evaluated local (and optional world) pose for an AnimSkeleton. Script type: AnimPose.
Definition AnimPose.h:17
Definition AnimationTime.h:10
Local TRS used by skeletal animation (quaternion xyzw).
Definition AnimMath.h:9
static Channels difference(const TransformTRS &source, const TransformTRS &target)
Difference.
Definition PoseInertiaInternal.h:21
void begin(const AnimPose &source, const AnimPose &target, const AnimPose &previousTarget, float seconds)
Begins .
Definition PoseInertiaInternal.h:43
std::array< float, 9 > Channels
Definition PoseInertiaInternal.h:14
float historyInterval
Definition PoseInertiaInternal.h:17
std::vector< Channels > velocities
Definition PoseInertiaInternal.h:15
void apply(const AnimPose &target, float elapsed, AnimPose &output, std::span< const float > factors={}) const
Applies .
Definition PoseInertiaInternal.h:76
AnimPose previousOutput
Definition PoseInertiaInternal.h:16
std::vector< Channels > offsets
Definition PoseInertiaInternal.h:15