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ezEngine
Release 25.03
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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 ezSkeletonResource * | GetSkeleton () const |
const ezGameObject * | GetTargetObject () const |
ezAnimPoseGeneratorCommandSampleTrack & | AllocCommandSampleTrack (ezUInt32 uiDeterministicID) |
ezAnimPoseGeneratorCommandRestPose & | AllocCommandRestPose () |
ezAnimPoseGeneratorCommandCombinePoses & | AllocCommandCombinePoses () |
ezAnimPoseGeneratorCommandLocalToModelPose & | AllocCommandLocalToModelPose () |
ezAnimPoseGeneratorCommandSampleEventTrack & | AllocCommandSampleEventTrack () |
ezAnimPoseGeneratorCommandAimIK & | AllocCommandAimIK () |
ezAnimPoseGeneratorCommandTwoBoneIK & | AllocCommandTwoBoneIK () |
const ezAnimPoseGeneratorCommand & | GetCommand (ezAnimPoseGeneratorCommandID id) const |
ezAnimPoseGeneratorCommand & | GetCommand (ezAnimPoseGeneratorCommandID id) |
void | UpdatePose (bool bRequestExternalPoseGeneration) |
ezArrayPtr< ezMat4 > | GetCurrentPose () const |
void | SetFinalCommand (ezAnimPoseGeneratorCommandID cmdId) |
ezAnimPoseGeneratorCommandID | GetFinalCommand () const |
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.