ezEngine  Release 25.03
ezAnimPoseGenerator Class Referencefinal

Low-level infrastructure to generate animation poses from animation clips and other inputs. More...

#include <AnimPoseGenerator.h>

Public Member Functions

void Reset (const ezSkeletonResource *pSkeleton, ezGameObject *pTarget)
 
const ezSkeletonResourceGetSkeleton () const
 
const ezGameObjectGetTargetObject () const
 
ezAnimPoseGeneratorCommandSampleTrackAllocCommandSampleTrack (ezUInt32 uiDeterministicID)
 
ezAnimPoseGeneratorCommandRestPoseAllocCommandRestPose ()
 
ezAnimPoseGeneratorCommandCombinePosesAllocCommandCombinePoses ()
 
ezAnimPoseGeneratorCommandLocalToModelPoseAllocCommandLocalToModelPose ()
 
ezAnimPoseGeneratorCommandSampleEventTrackAllocCommandSampleEventTrack ()
 
ezAnimPoseGeneratorCommandAimIKAllocCommandAimIK ()
 
ezAnimPoseGeneratorCommandTwoBoneIKAllocCommandTwoBoneIK ()
 
const ezAnimPoseGeneratorCommandGetCommand (ezAnimPoseGeneratorCommandID id) const
 
ezAnimPoseGeneratorCommandGetCommand (ezAnimPoseGeneratorCommandID id)
 
void UpdatePose (bool bRequestExternalPoseGeneration)
 
ezArrayPtr< ezMat4GetCurrentPose () const
 
void SetFinalCommand (ezAnimPoseGeneratorCommandID cmdId)
 
ezAnimPoseGeneratorCommandID GetFinalCommand () const
 

Detailed Description

Low-level infrastructure to generate animation poses from animation clips and other inputs.

Even though instances of this class should be reused over frames, it is assumed that all commands are recreated every frame, to build a new pose. Some commands take predecessor commands as inputs to combine. If a command turns out not be actually needed, it won't be evaluated.


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