XII Release 0.1.0
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xiiSkeletonPoseComponent Class Reference
Inheritance diagram for xiiSkeletonPoseComponent:
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Public Member Functions

virtual void SerializeComponent (xiiWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
virtual void DeserializeComponent (xiiWorldReader &inout_stream) override
void SetSkeleton (const xiiSkeletonResourceHandle &hSkeleton)
const xiiSkeletonResourceHandle & GetSkeleton () const
xiiResult SetLocalPose (xiiArrayPtr< const xiiTransform > localPose)
xiiResult SetBoneTransform (xiiStringView sName, const xiiTransform &transform)
void RemoveBoneTransform (xiiStringView sName)
const xiiMap< xiiString, xiiTransform > & GetBoneTransforms () const
void SetApplyToOwnerMesh (bool bApply)
bool GetApplyToOwnerMesh () const
const xiiAnimationPose & GetCurrentPose () const
xiiResult CopyCurrentLocalPose (xiiMap< xiiString, xiiTransform > &out_transforms) const
void Update ()
Public Member Functions inherited from xiiComponent
void SetActiveFlag (bool bEnabled)
bool GetActiveFlag () const
bool IsActive () const
bool IsActiveAndInitialized () const
bool IsActiveAndSimulating () const
xiiComponentManagerBase * GetOwningManager ()
 Returns the corresponding manager for this component.
const xiiComponentManagerBase * GetOwningManager () const
 Returns the corresponding manager for this component.
xiiGameObject * GetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
const xiiGameObject * GetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
xiiWorld * GetWorld ()
 Returns the corresponding world for this component.
const xiiWorld * GetWorld () const
 Returns the corresponding world for this component.
xiiComponentHandle GetHandle () const
 Returns a handle to this component.
xiiUInt32 GetUniqueID () const
 Returns the unique id for this component.
void SetUniqueID (xiiUInt32 uiUniqueID)
 Sets the unique id for this component.
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
void EnsureSimulationStarted ()
XII_ALWAYS_INLINE bool SendMessage (xiiMessage &ref_msg)
 Sends a message to this component.
XII_ALWAYS_INLINE bool SendMessage (xiiMessage &ref_msg) const
void PostMessage (const xiiMessage &msg, xiiTime delay=xiiTime::MakeZero(), xiiObjectMsgQueueType::Enum queueType=xiiObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
virtual bool HandlesMessage (const xiiMessage &msg) const
 Returns whether the given Message is handled by this component.
void SetUserFlag (xiiUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
bool GetUserFlag (xiiUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
void SetCreatedByPrefab ()
 Adds xiiObjectFlags::CreatedByPrefab to the component. See the flag for details.
bool WasCreatedByPrefab () const
 Checks whether the xiiObjectFlags::CreatedByPrefab flag is set on this component.
void DeleteComponent ()
 Deletes this component. Note that the component will be invalidated first and the actual deletion is postponed.
Public Member Functions inherited from xiiReflectedClass
virtual const xiiRTTI * GetDynamicRTTI () const
bool IsInstanceOf (const xiiRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
template<typename T>
XII_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.

Protected Member Functions

void ApplyPoseToSkinnedMesh ()
void ReflectionSetBoneTransform (xiiStringView sName, const xiiTransform &transform)
Protected Member Functions inherited from xiiComponent
 xiiComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
virtual xiiWorldModuleTypeId GetTypeId () const =0
virtual xiiComponentMode::Enum GetMode () const =0
virtual void Initialize ()
virtual void Deinitialize ()
virtual void OnActivated ()
virtual void OnDeactivated ()
virtual void OnSimulationStarted ()
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg)
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg) const
bool IsInitialized () const
bool IsInitializing () const
bool IsSimulationStarted () const

Protected Attributes

xiiSkeletonResourceHandle m_hSkeleton
xiiAnimationPose m_CurrentPose
xiiMap< xiiString, xiiTransform > m_BoneTransforms
xiiDynamicArray< xiiTransform > m_LegacyLocalPose
xiiUInt32 m_uiPoseSkeletonRevision = xiiInvalidIndex
bool m_bApplyToOwnerMesh = true
Protected Attributes inherited from xiiComponent
const xiiRTTI * m_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.

Additional Inherited Members

Static Public Member Functions inherited from xiiNoBase
static const xiiRTTI * GetStaticRTTI ()

Member Function Documentation

◆ DeserializeComponent()

void xiiSkeletonPoseComponent::DeserializeComponent ( xiiWorldReader & ref_stream)
overridevirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from xiiComponent.

◆ SerializeComponent()

void xiiSkeletonPoseComponent::SerializeComponent ( xiiWorldWriter & ref_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from xiiComponent.

◆ SetBoneTransform()

xiiResult xiiSkeletonPoseComponent::SetBoneTransform ( xiiStringView sName,
const xiiTransform & transform )

Sparse absolute local transforms in runtime skeleton coordinates. Unspecified joints use their rest pose. Unknown names are retained across resource reloads but have no effect until a matching joint exists.

◆ SetLocalPose()

xiiResult xiiSkeletonPoseComponent::SetLocalPose ( xiiArrayPtr< const xiiTransform > localPose)

Replaces all overrides with the supplied pose in the current skeleton's joint order. Requires a loaded skeleton, matching joint count and valid transforms. Failure leaves the overrides unchanged.


The documentation for this class was generated from the following files:
  • /home/runner/work/XII/XII/Source/Engine/GraphicsCore/AnimationSystem/SkeletonComponent.h
  • /home/runner/work/XII/XII/Source/Engine/GraphicsCore/AnimationSystem/Implementation/SkeletonPoseComponent.cpp