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ezEngine
Release 25.03
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Base class for all nodes in an ezAnimGraphInstance. More...
#include <AnimGraphNode.h>
Public Member Functions | |
const char * | GetCustomNodeTitle () const |
void | SetCustomNodeTitle (const char *szSz) |
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virtual const ezRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const ezRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Protected Member Functions | |
virtual ezResult | SerializeNode (ezStreamWriter &stream) const =0 |
virtual ezResult | DeserializeNode (ezStreamReader &stream)=0 |
virtual void | Step (ezAnimController &ref_controller, ezAnimGraphInstance &ref_graph, ezTime tDiff, const ezSkeletonResource *pSkeleton, ezGameObject *pTarget) const =0 |
virtual bool | GetInstanceDataDesc (ezInstanceDataDesc &out_desc) const |
Protected Attributes | |
ezHashedString | m_sCustomNodeTitle |
ezUInt32 | m_uiInstanceDataOffset = ezInvalidIndex |
Friends | |
class | ezAnimGraphInstance |
class | ezAnimGraph |
class | ezAnimGraphResource |
Additional Inherited Members | |
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static const ezRTTI * | GetStaticRTTI () |
Base class for all nodes in an ezAnimGraphInstance.
These nodes are used to configure which skeletal animations can be played on an object, and how they would be played back exactly. The nodes implement different functionality. For example logic nodes are used to figure out how to play an animation, other nodes then sample and combining animation poses, and yet other nodes can inform the user about events or they write state back to the animation graph's blackboard.