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eve::animation 命名空间参考

class  Animation
 Animation module — tween factory + 2D sprite-sheet / Spine + 3D skeletal playback (player / state machine / motion matching) + control-theory procedural drivers + motion trails + per-frame pump. Script: anim <- eve.Animation(); 更多...
 
class  AnimClip
 Keyframed skeletal animation clip (local TRS tracks per bone). Script type: AnimClip. 更多...
 
class  AnimClipRegistry
 Weak path→clip registry for animation hot reload. 更多...
 
class  AnimImporter
 Import AnimSkeleton / AnimClip from an Assimp scene (FBX/glTF/etc), or from compact .eva text fixtures derived from those assets. 更多...
 
class  AnimLattice
 CPU 3D lattice scale-deformer (晶格缩放变形). 更多...
 
class  AnimPlayer
 Single-clip (or cross-fading) 3D animation player. Script type: AnimPlayer. 更多...
 
class  AnimPose
 Evaluated local (and optional world) pose for an AnimSkeleton. Script type: AnimPose. 更多...
 
class  AnimSkeleton
 3D bone hierarchy + bind-pose local TRS for skeletal animation. Independent of ik::Skeleton3D (FABRIK). Script type: AnimSkeleton. 更多...
 
class  AnimSkin
 CPU linear-blend skinning binding for one mesh against an AnimSkeleton. 更多...
 
class  AnimStateMachine
 Clip-driven animation state machine with float/bool/trigger parameters and cross-fade transitions. Script type: AnimStateMachine. 更多...
 
class  AnimTrail
 Motion trail / afterimage recorder + 2D trajectory drawer. 更多...
 
class  ControlAnim
 Control-theory procedural animation for named scalar properties. 更多...
 
class  ControlPose
 Control-theory procedural pose driver: tracks a target AnimPose with per-channel second-order / spring / PD dynamics (same laws as ControlAnim). Script type: ControlPose. 更多...
 
struct  DampedSpringStep
 Closed-form coefficients for one damped-spring time step (Juckett). 更多...
 
struct  Mat4
 Column-major 4x4 matrix (OpenGL / glTF / Assimp-compatible layout). Elements: m[col * 4 + row]. 更多...
 
class  MotionDatabase
 Baked motion-matching feature database from one or more AnimClips. Feature layout per frame: [0..1] root velocity xz [2..7] trajectory pos xz at +0.33/+0.66/+1.0s (character space) [8..10] trajectory facing dir xz + yaw sin/cos packed as (fx,fz) for +1.0s [11..] selected joint world positions (xyz each) Script type: MotionDatabase. 更多...
 
class  MotionMatcher
 Runtime motion matching player: builds a query feature from current pose + desired trajectory, searches MotionDatabase, cross-fades to best match. Script type: MotionMatcher. 更多...
 
struct  SecondOrderCoeffs
 Control-theory helpers for procedural animation. 更多...
 
class  SpineAnim
 Spine animation player + 2D draw collector (region attachments). 更多...
 
class  SpineAtlas
 Esoteric Spine .atlas text parser (region rectangles + page metadata). Does not load image pixels — bind GPU textures by page name/index in SpineAnim. Script type: SpineAtlas. 更多...
 
class  SpineSkeleton
 Runtime Spine skeleton pose (local + world bone transforms, slot attachments). Script type: SpineSkeleton. 更多...
 
class  SpineSkeletonData
 Spine skeleton JSON data (bones / slots / skins / animations). 更多...
 
class  SpriteAnim
 2D sprite-sheet clip player. 更多...
 
class  SpriteClip
 Named 2D frame sequence referencing SpriteSheet frame indices. Script type: SpriteClip. 更多...
 
class  SpriteSheet
 Sprite-sheet / texture-atlas frame table (pixel rects). 更多...
 
struct  TransformTRS
 Local TRS used by skeletal animation (quaternion xyzw). 更多...
 
class  Tween
 Property tween — interpolates named float properties from → to over time. 更多...
 

函数

 Module_IMPL (Animation, new Animation())
 
SecondOrderCoeffs makeSecondOrderCoeffs (float frequencyHz, float dampingZeta, float response)
 Build second-order coefficients from frequency (Hz), damping ζ, response r.
 
void stepSecondOrder (float dt, float x, float xd, const SecondOrderCoeffs &c, float &y, float &yd)
 Stable semi-implicit Euler step for a second-order tracker. Estimates input velocity from consecutive targets when xdEstimate is used by caller. k2 is clamped (k2_stable) so large dt cannot explode the integrator.
 
DampedSpringStep makeDampedSpringStep (float dt, float angularFrequency, float dampingRatio)
 
void stepDampedSpring (float dt, float target, float angularFrequency, float dampingRatio, float &pos, float &vel)
 Advance position/velocity relative to a set-point using closed-form spring step.
 
void pdGainsFromOmegaZeta (float omega, float zeta, float &kp, float &kd)
 Unit-mass PD gains from natural frequency ω (rad/s) and damping ratio ζ.
 
void stepPd (float dt, float target, float targetVel, float kp, float kd, float &y, float &yd)
 Semi-implicit Euler PD step (unit mass): a = Kp (target − y) + Kd (targetVel − yd), then integrate.
 
float hzToOmega (float frequencyHz)
 ω (rad/s) from frequency in Hz.
 
float clampf (float v, float lo, float hi)
 
float lerpf (float a, float b, float t)
 
void slerpQuat (float ax, float ay, float az, float aw, float bx, float by, float bz, float bw, float t, float &ox, float &oy, float &oz, float &ow)
 
TransformTRS blendTRS (const TransformTRS &a, const TransformTRS &b, float t)
 
void yawToForward (float yaw, float &fx, float &fz)
 Rotate unit +Z by yaw (radians) around Y — used for planar facing.
 
float length2 (float x, float z)
 

函数说明

◆ blendTRS()

◆ clampf()

float eve::animation::clampf ( float  v,
float  lo,
float  hi 
)
inline

◆ hzToOmega()

float eve::animation::hzToOmega ( float  frequencyHz)
inline

ω (rad/s) from frequency in Hz.

在文件 AnimControlMath.h146 行定义.

被这些函数引用 eve::animation::ControlAnim::update().

◆ length2()

float eve::animation::length2 ( float  x,
float  z 
)
inline

在文件 AnimMath.h91 行定义.

引用了 x , 以及 z.

◆ lerpf()

float eve::animation::lerpf ( float  a,
float  b,
float  t 
)
inline

在文件 AnimMath.h35 行定义.

引用了 a , 以及 b.

被这些函数引用 blendTRS() , 以及 slerpQuat().

◆ makeDampedSpringStep()

DampedSpringStep eve::animation::makeDampedSpringStep ( float  dt,
float  angularFrequency,
float  dampingRatio 
)
inline

在文件 AnimControlMath.h60 行定义.

引用了 s.

被这些函数引用 stepDampedSpring().

◆ makeSecondOrderCoeffs()

SecondOrderCoeffs eve::animation::makeSecondOrderCoeffs ( float  frequencyHz,
float  dampingZeta,
float  response 
)
inline

Build second-order coefficients from frequency (Hz), damping ζ, response r.

在文件 AnimControlMath.h27 行定义.

引用了 c, f, eve::animation::SecondOrderCoeffs::k1 , 以及 z.

◆ Module_IMPL()

eve::animation::Module_IMPL ( Animation  ,
new   Animation() 
)

◆ pdGainsFromOmegaZeta()

void eve::animation::pdGainsFromOmegaZeta ( float  omega,
float  zeta,
float &  kp,
float &  kd 
)
inline

Unit-mass PD gains from natural frequency ω (rad/s) and damping ratio ζ.

在文件 AnimControlMath.h126 行定义.

引用了 w , 以及 z.

◆ slerpQuat()

void eve::animation::slerpQuat ( float  ax,
float  ay,
float  az,
float  aw,
float  bx,
float  by,
float  bz,
float  bw,
float  t,
float &  ox,
float &  oy,
float &  oz,
float &  ow 
)
inline

在文件 AnimMath.h37 行定义.

引用了 clampf() , 以及 lerpf().

被这些函数引用 blendTRS().

◆ stepDampedSpring()

void eve::animation::stepDampedSpring ( float  dt,
float  target,
float  angularFrequency,
float  dampingRatio,
float &  pos,
float &  vel 
)
inline

Advance position/velocity relative to a set-point using closed-form spring step.

在文件 AnimControlMath.h114 行定义.

引用了 makeDampedSpringStep(), pos , 以及 s.

被这些函数引用 eve::animation::ControlAnim::update().

◆ stepPd()

void eve::animation::stepPd ( float  dt,
float  target,
float  targetVel,
float  kp,
float  kd,
float &  y,
float &  yd 
)
inline

Semi-implicit Euler PD step (unit mass): a = Kp (target − y) + Kd (targetVel − yd), then integrate.

在文件 AnimControlMath.h137 行定义.

引用了 a , 以及 y.

被这些函数引用 eve::animation::ControlAnim::update().

◆ stepSecondOrder()

void eve::animation::stepSecondOrder ( float  dt,
float  x,
float  xd,
const SecondOrderCoeffs c,
float &  y,
float &  yd 
)
inline

Stable semi-implicit Euler step for a second-order tracker. Estimates input velocity from consecutive targets when xdEstimate is used by caller. k2 is clamped (k2_stable) so large dt cannot explode the integrator.

在文件 AnimControlMath.h44 行定义.

引用了 c, x , 以及 y.

被这些函数引用 eve::animation::ControlAnim::update().

◆ yawToForward()

void eve::animation::yawToForward ( float  yaw,
float &  fx,
float &  fz 
)
inline

Rotate unit +Z by yaw (radians) around Y — used for planar facing.

在文件 AnimMath.h86 行定义.