group2 0.1.0
CSE 125 Group 2
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AnimationInputs Struct Reference

Driving inputs for the animation state machine. More...

#include <CharacterAnimator.hpp>

Public Attributes

glm::vec3 velocityWorld {0.0f}
 World-space velocity (u/s).
float yawRad = 0.0f
 Player yaw (radians).
float pitchRad = 0.0f
 Player pitch (radians, positive = looking down).
float spineBendMultiplier = 1.0f
 Per-weapon-class scaler on Phase F spine bend (1.0 = full).
float hipLeanMultiplier = 0.0f
 Per-weapon-class hip-lean magnitude (radians of pelvis pitch per radian of camera pitch, opposite sign).
float dtSec
 Frame delta time (s). Used by the breathing oscillator and recoil decay in runSamplingAndSkinning.
bool grounded = false
 Touching the ground this tick.
bool sprinting = false
 Sprint key currently held.
bool crouching = false
 Crouch currently held (phase 1: note-only).
int moveMode = 0
 MoveMode value: 0=OnFoot, 1=Sliding, 2=WallRunning.
int wallRunSide = 0
 WallSide value: 0=None, 1=Left, 2=Right.
int emoteClip = static_cast<int>(ClipId::_Count)
 Full-body emote clip to force this frame, as the integer value of a ClipId.

Detailed Description

Driving inputs for the animation state machine.

Read from the ECS each frame. moveMode is the integer value of MoveMode from PlayerVisState (avoids a header dependency here).

Member Data Documentation

◆ crouching

bool AnimationInputs::crouching = false

Crouch currently held (phase 1: note-only).

◆ dtSec

float AnimationInputs::dtSec
Initial value:
=
0.0f

Frame delta time (s). Used by the breathing oscillator and recoil decay in runSamplingAndSkinning.

◆ emoteClip

int AnimationInputs::emoteClip = static_cast<int>(ClipId::_Count)

Full-body emote clip to force this frame, as the integer value of a ClipId.

Values < ClipId::_Count select an emote that overrides locomotion (played at full weight through the override slot); the default _Count means "no emote".

◆ grounded

bool AnimationInputs::grounded = false

Touching the ground this tick.

◆ hipLeanMultiplier

float AnimationInputs::hipLeanMultiplier = 0.0f

Per-weapon-class hip-lean magnitude (radians of pelvis pitch per radian of camera pitch, opposite sign).

◆ moveMode

int AnimationInputs::moveMode = 0

MoveMode value: 0=OnFoot, 1=Sliding, 2=WallRunning.

◆ pitchRad

float AnimationInputs::pitchRad = 0.0f

Player pitch (radians, positive = looking down).

◆ spineBendMultiplier

float AnimationInputs::spineBendMultiplier = 1.0f

Per-weapon-class scaler on Phase F spine bend (1.0 = full).

◆ sprinting

bool AnimationInputs::sprinting = false

Sprint key currently held.

◆ velocityWorld

glm::vec3 AnimationInputs::velocityWorld {0.0f}

World-space velocity (u/s).

◆ wallRunSide

int AnimationInputs::wallRunSide = 0

WallSide value: 0=None, 1=Left, 2=Right.

◆ yawRad

float AnimationInputs::yawRad = 0.0f

Player yaw (radians).


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