# Ignition Gazebo

## API Reference

6.6.0
AnimationUpdateData Class Reference

Data structure for updating skeleton animations. More...

#include <SceneManager.hh>

## Public Attributes

std::string animationName
Name of animation to play. This field is set only if the actor is not animated by manually using skeleton transforms. More...

bool followTrajectory = false
True if trajectory animation is on. More...

bool loop = false
True if animation is looped. More...

math::Matrix4d rootTransform
Transform of the root node in the skeleton. The actor's skeleton's root node transform needs to be set if trajectory animation is enabled. This field is set only if the actor is not animated by manually using skeleton transforms. More...

std::chrono::steady_clock::duration time
Timepoint in the animation. Note that animation time is different from sim time. An actor can have multiple animations. Animation time is associated with current animation that is being played. This value is also adjusted if interpolate_x is enabled. More...

common::TrajectoryInfo trajectory
Trajectory to be followed. More...

bool valid = false
True if this animation update data is valid. If false, this update data should be ignored. More...

## Detailed Description

Data structure for updating skeleton animations.

## ◆ animationName

 std::string animationName

Name of animation to play. This field is set only if the actor is not animated by manually using skeleton transforms.

## ◆ followTrajectory

 bool followTrajectory = false

True if trajectory animation is on.

## ◆ loop

 bool loop = false

True if animation is looped.

## ◆ rootTransform

 math::Matrix4d rootTransform

Transform of the root node in the skeleton. The actor's skeleton's root node transform needs to be set if trajectory animation is enabled. This field is set only if the actor is not animated by manually using skeleton transforms.

## ◆ time

 std::chrono::steady_clock::duration time

Timepoint in the animation. Note that animation time is different from sim time. An actor can have multiple animations. Animation time is associated with current animation that is being played. This value is also adjusted if interpolate_x is enabled.

## ◆ trajectory

 common::TrajectoryInfo trajectory

Trajectory to be followed.

## ◆ valid

 bool valid = false

True if this animation update data is valid. If false, this update data should be ignored.

The documentation for this class was generated from the following file: