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RavEngine
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Classes | |
| struct | Layer |
| struct | State |
Public Member Functions | |
| MOVE_NO_COPY (AnimatorComponent) | |
| AnimatorComponent (Ref< SkeletonAsset > sk) | |
| void | Tick (const Transform &t) |
| decltype(skeleton) | GetSkeleton () const |
| virtual void | DebugDraw (RavEngine::DebugDrawer &dbg, const Transform &) const override |
| void | UpdateSocket (const std::string &, Transform &) const |
| Layer * | AddLayer () |
| Layer * | GetLayerAtIndex (uint16_t index) |
| const decltype(glm_pose) & | GetPose (const Transform &t) const |
| const decltype(local_pose) & | GetLocalPose () |
| const decltype(skinningmats) & | GetSkinningMats () |
Static Public Attributes | |
| static constexpr uint16_t | kmax_layers = 32 |
Static Public Attributes inherited from RavEngine::Queryable< AnimatorComponent, IDebugRenderable > | |
| static constexpr std::size_t | ntypes |
Protected Member Functions | |
| void | UpdateSkeletonData (Ref< SkeletonAsset > sk) |
Protected Attributes | |
| ozz::vector< matrix4 > | glm_pose |
| ozz::vector< matrix4 > | local_pose |
| ozz::vector< matrix4 > | skinningmats |
| ozz::vector< ozz::math::Float4x4 > | models |
| ozz::vector< ozz::math::SoaTransform > | all_transforms |
| Vector< std::unique_ptr< Layer > > | layers |
Additional Inherited Members | |
Public Types inherited from RavEngine::Queryable< AnimatorComponent, IDebugRenderable > | |
| typedef std::array< ctti_t, ntypes > | arraytype |
Static Public Member Functions inherited from RavEngine::Queryable< AnimatorComponent, IDebugRenderable > | |
| static constexpr const arraytype & | GetQueryTypes () |
Public Attributes inherited from RavEngine::IDebugRenderable | |
| bool | debugEnabled = false |
| color_t | debug_color = 0xFFFFFFFF |
Public Attributes inherited from RavEngine::Queryable< AnimatorComponent, IDebugRenderable > | |
| constexpr | q_qt_def |
| RavEngine::AnimatorComponent::AnimatorComponent | ( | Ref< SkeletonAsset > | sk | ) |
Create an AnimatorComponent with a SkeletonAsset
| sk | the skeleton asset |
Transitions to the new state. If the current state has a transition to the target state, that transition is played. Otherwise, the state machine simply jumps to the target state without a transition.
| newState | the state to switch to Create an AnimatorComponent with a SkeletonAsset |
| sk | the skeleton asset |
| RavEngine::AnimatorComponent::Layer * RavEngine::AnimatorComponent::AddLayer | ( | ) |
Add a layer to the end
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overridevirtual |
Draw a wireframe shape representing the boundary of this object
| color | the hex color to use to draw, in format 0xRRGGBBAA |
Implements RavEngine::IDebugRenderable.
| decltype(RavEngine::AnimatorComponent::glm_pose) const & RavEngine::AnimatorComponent::GetPose | ( | const Transform & | t | ) | const |
Get the current pose of the animation in world space
Process one frame of this animator.
| t | the transform component on the object |
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inlineprotected |
Update buffer sizes for current skeleton