template<FieldWidth WIDTH = FieldWidth:: Scalar>
CAnimBase struct
Temporal (rollback + net-replicated) base animation layer.
Mode is discriminated by BaseAnimID: >0 = explicit clip (timestamp advanced by wide sweep), 0 = blendspace mode (GPU evaluates at BlendCoordX/Y). Cross-fade uses FadeAnimID/FadeAlpha; AnimConstruct drives FadeAlpha and clears it on completion. StateNodeID preserves state machine position for rollback re-derivation.
Base classes
Constructors, destructors, conversion operators
- TNX_TEMPORAL_FIELDS(CAnimBase, Render, BaseAnimID, BlendspaceID, BaseTimestamp, BlendCoordX, BlendCoordY, FadeAnimID, FadeTimestamp, FadeAlpha, StateNodeID, Flags) UIntProxy< WIDTH > BaseAnimID
Public functions
- auto GetBaseTimestamp() const -> SimFloat
- auto GetFadeTimestamp() const -> SimFloat
- auto GetFadeAlpha() const -> SimFloat
- auto GetBlendCoordX() const -> SimFloat
- auto GetBlendCoordY() const -> SimFloat
- auto IsBlendspaceMode() const -> bool
- auto HasFade() const -> bool
- auto GetBaseLoop() const -> bool
- auto GetBaseRootMotion() const -> bool
- auto GetFadeLoop() const -> bool
- auto GetFadeRootMotion() const -> bool
- void SetAnim(TnxName name, SimFloat startTime = {}, bool loops = true, bool rootMotion = false)
- Queues an asset checkout; BaseAnimID is written when the asset arrives via OnLoaded.
- void SetExplicitAnim(uint32_t animID, SimFloat startTime, bool loops, bool rootMotion = false)
- Set an already-resolved animation slot directly (bypasses asset checkout).
- void SetBlendspace(uint32_t bsID, SimFloat coordX, SimFloat coordY)
- Switch to blendspace mode; the GPU evaluates the pose at (coordX, coordY) each tick.
- void SetBaseTimestamp(SimFloat t)
- void BeginFade(uint32_t fromAnimID, SimFloat fromTimestamp, bool fromLoops, bool fromRootMotion = false)
- Begin a cross-fade: stores the outgoing clip as the fade source; AnimConstruct drives FadeAlpha to 1.
- void SetFadeAlpha(SimFloat alpha)
- void ClearFade()
- void Clear()
Public variables
- UIntProxy<WIDTH> BlendspaceID
- FloatProxy<WIDTH> BaseTimestamp
- FloatProxy<WIDTH> BlendCoordX
- FloatProxy<WIDTH> BlendCoordY
- UIntProxy<WIDTH> FadeAnimID
- FloatProxy<WIDTH> FadeTimestamp
- FloatProxy<WIDTH> FadeAlpha
- UIntProxy<WIDTH> StateNodeID
- UIntProxy<WIDTH> Flags