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Module anim

Module anim 

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Animation State Machine for Proof Engine.

Full-featured hierarchical animation system:

  • Named states with clip references, loop, speed, events
  • Transitions with blend duration, conditions, interrupt rules
  • Blend trees: 1D linear, 2D directional, additive
  • Layered animation with per-bone masks and blend weights
  • Root motion extraction and accumulation
  • Sub-state machines (nested HSM)
  • Sample-accurate animation events

Modules§

clips
Animation clips: keyframe tracks, sampling, clip registry, blend shapes, root motion.
skeleton
Skeletal animation primitives: bones, poses, skinning matrices, bone masks.

Structs§

AnimChannel
A named channel within a clip (e.g., “pos_x”, “rot_z”, “scale_y”).
AnimClip
An animation clip: a named collection of channels over time.
AnimCurve
Hermite-interpolated keyframe curve (maps time → value).
AnimEvent
An event fired at a specific normalized time within a clip.
AnimLayer
An independent layer in the animator, blended into the final pose.
AnimParamSet
Runtime parameter store driving state machine conditions.
AnimPresets
Pre-built state machine configurations for common character archetypes.
AnimState
A single state in the state machine.
AnimStateMachine
Core hierarchical state machine.
AnimTransition
Transition from one state to another.
Animator
Top-level animator: holds layers, clips, and parameter set. This is the main entry point for animation.
AnimatorBuilder
Ergonomic builder for constructing animators.
RootMotionData
Per-frame root motion deltas baked from the root bone.

Enums§

BlendTree
A blend tree node — either a leaf (clip) or a blend operation.
Condition
Condition evaluated against an AnimParamSet.
Extrapolate
LayerBlend
StateMotion
What this state plays.