Why use it
It provides direct, allocation-conscious access to rigid skeletal animation and pose evaluation. No exception-based error path is implied by the signature.
EPOK RUNTIME
Function · 1 overload
Performs `local pose matrix` as part of rigid skeletal animation and pose evaluation.
inline Affine<Fixed> local_pose_matrix(const BonePose& pose,int16_t aim_bone,const int16_t* aim_stop_bones,Fixed aim_pitch,size_t bone)Performs `local pose matrix` as part of rigid skeletal animation and pose evaluation.
| Parameter | Type | Meaning |
|---|---|---|
pose | const BonePose & | Value supplied for pose. Keep referenced or pointed-to data valid for the complete call. |
aim_bone | int16_t | Value supplied for aim_bone. Keep referenced or pointed-to data valid for the complete call. |
aim_stop_bones | const int16_t * | Value supplied for aim_stop_bones. Keep referenced or pointed-to data valid for the complete call. |
aim_pitch | Fixed | Value supplied for aim_pitch. Keep referenced or pointed-to data valid for the complete call. |
bone | size_t | Value supplied for bone. Keep referenced or pointed-to data valid for the complete call. |
Returns: Affine<Fixed>. Check the value before continuing when it represents success, availability or a resource handle.
#include "skeletal.hpp"
// Assume these named values have been initialized with valid data:
// const BonePose & pose
// int16_t aim_bone
// const int16_t * aim_stop_bones
// Fixed aim_pitch
// size_t bone
auto result = epok::skeletal_detail::local_pose_matrix(pose, aim_bone, aim_stop_bones, aim_pitch, bone);It provides direct, allocation-conscious access to rigid skeletal animation and pose evaluation. No exception-based error path is implied by the signature.
Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.
Declared in runtime/skeletal.hpp:58
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