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XII Release 0.1.0
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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 xiiSkeletonResource *pSkeleton, xiiGameObject *pTarget) |
const xiiSkeletonResource * | GetSkeleton () const |
const xiiGameObject * | GetTargetObject () const |
xiiAnimPoseGeneratorCommandSampleTrack & | AllocCommandSampleTrack (xiiUInt32 uiDeterministicID) |
xiiAnimPoseGeneratorCommandRestPose & | AllocCommandRestPose () |
xiiAnimPoseGeneratorCommandCombinePoses & | AllocCommandCombinePoses () |
xiiAnimPoseGeneratorCommandLocalToModelPose & | AllocCommandLocalToModelPose () |
xiiAnimPoseGeneratorCommandSampleEventTrack & | AllocCommandSampleEventTrack () |
xiiAnimPoseGeneratorCommandAimIK & | AllocCommandAimIK () |
xiiAnimPoseGeneratorCommandTwoBoneIK & | AllocCommandTwoBoneIK () |
const xiiAnimPoseGeneratorCommand & | GetCommand (xiiAnimPoseGeneratorCommandID id) const |
xiiAnimPoseGeneratorCommand & | GetCommand (xiiAnimPoseGeneratorCommandID id) |
void | UpdatePose (bool bRequestExternalPoseGeneration) |
xiiArrayPtr< xiiMat4 > | GetCurrentPose () const |
void | SetFinalCommand (xiiAnimPoseGeneratorCommandID cmdId) |
xiiAnimPoseGeneratorCommandID | 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.