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 `selected pose` as part of rigid skeletal animation and pose evaluation.
inline const BonePose* selected_pose(const SkeletalMesh& model,const Animator& animator,size_t bone,PoseKind kind)Performs `selected pose` 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. |
bone | size_t | Value supplied for bone. Keep referenced or pointed-to data valid for the complete call. |
kind | PoseKind | Value supplied for kind. Keep referenced or pointed-to data valid for the complete call. |
Returns: const BonePose *. 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
// size_t bone
// PoseKind kind
auto result = epok::skeletal_query_detail::selected_pose(model, animator, bone, kind);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:132
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