Vyroda
Game engine made by hand, with modern C++ and Vulkan.
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Vyroda::BoneAnimationMove Struct Referenceexport
Inheritance diagram for Vyroda::BoneAnimationMove:
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Collaboration diagram for Vyroda::BoneAnimationMove:
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Public Member Functions

 BoneAnimationMove ()=default
 ~BoneAnimationMove ()=default
Public Member Functions inherited from Vyroda::BoneAnimation
 BoneAnimation ()=default
 ~BoneAnimation ()=default

Public Attributes

glm::vec3 pos { 0.0 }
glm::vec3 rot { 0.0 }
glm::vec3 scale { 0.0 }
std::function< void(Data *data, double delta_time, std::vector< Animation > const &animations, std::unordered_map< std::string, std::vector< std::vector< Position > > > const &positions, std::unordered_map< std::string, std::vector< std::vector< Rotation > > > const &rotations, std::unordered_map< std::string, std::vector< std::vector< Scale > > > const &scales)> update
Public Attributes inherited from Vyroda::BoneAnimation
bool done { false }
double duration { 0.0 }
double elapsedTime { 0.0 }

Constructor & Destructor Documentation

◆ BoneAnimationMove()

Vyroda::BoneAnimationMove::BoneAnimationMove ( )
default

◆ ~BoneAnimationMove()

Vyroda::BoneAnimationMove::~BoneAnimationMove ( )
default

Member Data Documentation

◆ pos

glm::vec3 Vyroda::BoneAnimationMove::pos { 0.0 }

◆ rot

glm::vec3 Vyroda::BoneAnimationMove::rot { 0.0 }

◆ scale

glm::vec3 Vyroda::BoneAnimationMove::scale { 0.0 }

◆ update

std::function<void( Data* data, double delta_time, std::vector<Animation> const& animations, std::unordered_map<std::string, std::vector<std::vector<Position>>> const& positions, std::unordered_map<std::string, std::vector<std::vector<Rotation>>> const& rotations, std::unordered_map<std::string, std::vector<std::vector<Scale>>> const& scales)> Vyroda::BoneAnimationMove::update

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