Game.Rendering.RestPoseInstance
Assembly: Assembly-CSharp
Namespace: Game.Rendering
Type: struct
Base: System.ValueType
Summary:
Represents a small value-type container used by the rendering/animation system to refer to a rest pose entry. Typically used to store indices and a reset flag for skeletal/rest-pose handling in rendering or animation subsystems. All fields are plain integers (likely indexes or boolean-as-int), so the struct is designed for compact storage and fast copying.
Fields
-
public int m_MetaIndex
Index into a meta table (e.g., a collection of mesh/rig/animation metadata). Used to locate which meta entry this rest pose instance belongs to. -
public int m_RestPoseIndex
Index of the rest pose within the meta or rest-pose collection. Identifies the specific rest pose to apply or reference. -
public int m_ResetHistory
Integer used as a reset flag for animation/history state. Typically treated as a boolean (0 = false, non-zero = true) indicating whether animation history should be reset for this instance.
Properties
- None.
This struct exposes fields directly and does not define any properties.
Constructors
public RestPoseInstance()
Structs in C# have an implicit parameterless constructor that initializes all integer fields to 0. No explicit constructors are defined in the original source.
Methods
- None.
No instance or static methods are defined on this struct in the provided source.
Usage Example
// Create and initialize a RestPoseInstance
var rest = new Game.Rendering.RestPoseInstance
{
m_MetaIndex = 3,
m_RestPoseIndex = 1,
m_ResetHistory = 1 // treat as true to reset animation history
};
// Read values
int meta = rest.m_MetaIndex;
int pose = rest.m_RestPoseIndex;
bool reset = rest.m_ResetHistory != 0;
// Use in an array or list that the rendering system processes
var restArray = new Game.Rendering.RestPoseInstance[10];
restArray[0] = rest;