XII Release 0.1.0
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xiiAnimPoseGenerator 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 xiiSkeletonResource *pSkeleton, xiiGameObject *pTarget)
 
const xiiSkeletonResourceGetSkeleton () const
 
const xiiGameObjectGetTargetObject () const
 
xiiAnimPoseGeneratorCommandSampleTrackAllocCommandSampleTrack (xiiUInt32 uiDeterministicID)
 
xiiAnimPoseGeneratorCommandRestPoseAllocCommandRestPose ()
 
xiiAnimPoseGeneratorCommandCombinePosesAllocCommandCombinePoses ()
 
xiiAnimPoseGeneratorCommandLocalToModelPoseAllocCommandLocalToModelPose ()
 
xiiAnimPoseGeneratorCommandSampleEventTrackAllocCommandSampleEventTrack ()
 
xiiAnimPoseGeneratorCommandAimIKAllocCommandAimIK ()
 
xiiAnimPoseGeneratorCommandTwoBoneIKAllocCommandTwoBoneIK ()
 
const xiiAnimPoseGeneratorCommandGetCommand (xiiAnimPoseGeneratorCommandID id) const
 
xiiAnimPoseGeneratorCommandGetCommand (xiiAnimPoseGeneratorCommandID id)
 
void UpdatePose (bool bRequestExternalPoseGeneration)
 
xiiArrayPtr< xiiMat4GetCurrentPose () const
 
void SetFinalCommand (xiiAnimPoseGeneratorCommandID cmdId)
 
xiiAnimPoseGeneratorCommandID 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: