Why use it
The boolean result makes success, availability or state explicit without exceptions.
EPOK RUNTIME
Function · 1 overload
Performs `baked vertex` as part of rigid skeletal animation and pose evaluation.
inline bool baked_vertex(const SkeletalMesh& model,const Animator& animator,uint32_t vertex,PoseKind pose,Fixed* output)Performs `baked vertex` as part of rigid skeletal animation and pose evaluation.
| Parameter | Type | Meaning |
|---|---|---|
model | const SkeletalMesh & | Value supplied for model. Keep referenced or pointed-to data valid for the complete call. |
animator | const Animator & | Value supplied for animator. Keep referenced or pointed-to data valid for the complete call. |
vertex | uint32_t | Value supplied for vertex. Keep referenced or pointed-to data valid for the complete call. |
pose | PoseKind | Value supplied for pose. Keep referenced or pointed-to data valid for the complete call. |
output | Fixed * | Value supplied for output. Keep referenced or pointed-to data valid for the complete call. |
Returns: bool. 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 SkeletalMesh & model
// const Animator & animator
// uint32_t vertex
// PoseKind pose
// Fixed * output
auto result = epok::skeletal_query_detail::baked_vertex(model, animator, vertex, pose, output);The boolean result makes success, availability or state explicit without exceptions.
Check the return value; `false` is part of normal control flow for many PSX resource operations. 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:160
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