Gazebo Sim

API Reference

7.9.0
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.

Member Data Documentation

◆ 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

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: