Class AnimationController
- Namespace
- ValveResourceFormat.Renderer
- Assembly
- Renderer.dll
Manages skeletal animation playback and computes animated bone poses.
public class AnimationControllerInheritance
Inherited Members
Constructors
AnimationController(Skeleton, FlexController[])
public AnimationController(Skeleton skeleton, FlexController[] flexControllers)Parameters
skeletonSkeletonflexControllersFlexController[]
Properties
ActiveAnimation
public Animation? ActiveAnimation { get; }Property Value
AnimationFrame
public Frame? AnimationFrame { get; }Property Value
BindPose
The skeleton skinning bind pose.
public Matrix4x4[] BindPose { get; }Property Value
Frame
public int Frame { get; set; }Property Value
FrameCache
public AnimationFrameCache FrameCache { get; }Property Value
FrametimeMultiplier
public float FrametimeMultiplier { get; set; }Property Value
IsPaused
public bool IsPaused { get; set; }Property Value
Pose
The flattened worldspace transform of each bone, according to the current animation frame.
public Matrix4x4[] Pose { get; }Property Value
Time
public float Time { get; }Property Value
Methods
GetFrame()
public Frame? GetFrame()Returns
GetSkinningMatrices(Span<Matrix4x4>)
Get bone matrices in bindpose space. Bones that do not move from the original location will have an identity matrix. Thus there will be no transformation in the vertex shader.
public void GetSkinningMatrices(Span<Matrix4x4> modelBones)Parameters
PauseLastFrame()
public void PauseLastFrame()RegisterUpdateHandler(Action<Animation?, int>)
public void RegisterUpdateHandler(Action<Animation?, int> handler)Parameters
SetAnimation(Animation?)
public void SetAnimation(Animation? animation)Parameters
animationAnimation?
Update(float)
public bool Update(float timeStep)Parameters
timeStepfloat