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Toast Engine
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Keyframe animation asset (.tanim), imported from glTF. More...
#include "core_types.hpp"#include <cmath>#include <cstdint>#include <glm/glm.hpp>#include <glm/gtc/quaternion.hpp>#include <span>#include <string>#include <toast/export.hpp>#include <unordered_map>#include <vector>

Go to the source code of this file.
Classes | |
| struct | assets::AnimationTrack |
| One animated channel: a keyframe curve driving one component of one node's transform. More... | |
| struct | assets::NodePose |
| One node's sampled transform at a point in a clip. More... | |
| struct | assets::AnimationClip |
| A named set of tracks that play together. More... | |
| struct | assets::Skin |
| A skeleton: the joint nodes a skinned mesh binds to. More... | |
| class | assets::Animation |
| A set of clips plus the skins they pose. More... | |
Enumerations | |
| enum class | assets::Interpolation : uint8_t { linear , step , cubic_spline } |
| How a sampler interpolates between two keyframes, matching glTF's three modes. More... | |
| enum class | assets::TrackTarget : uint8_t { translation , rotation , scale } |
| Which part of a node's transform a track drives. | |
Variables | |
| constexpr uint32_t | assets::_detail::animation_format_version = 3 |
| Binary layout version for .tanim; readers reject anything they don't recognise. | |
Keyframe animation asset (.tanim), imported from glTF.
One clip plus the skins it poses, one file per animation the glTF defines. Sampled by toast::AnimationPlayer, GPU-skinned by renderer::SkinningPass
Bump _detail::animation_format_version on any layout change
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