Open 3D Engine EMotionFX Gem API Reference  24.09
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EMotionFX::Actor Member List

This is the complete list of members for EMotionFX::Actor, including all inherited members.

Actor(const char *name)EMotionFX::Actorexplicit
AddDependency(const Dependency &dependency)EMotionFX::Actor
AddLODLevel(bool copyFromLastLODLevel=true)EMotionFX::Actor
AddNode(Node *node)EMotionFX::Actor
AddNode(size_t nodeIndex, const char *name, size_t parentIndex=InvalidIndex)EMotionFX::Actor
AddNodeGroup(NodeGroup *newGroup)EMotionFX::Actor
AllocateNodeMirrorInfos()EMotionFX::Actor
AutoDetectMirrorAxes() (defined in EMotionFX::Actor)EMotionFX::Actor
AutoSetMotionExtractionNode()EMotionFX::Actor
AutoSetupSkeletalLODsBasedOnSkinningData(const AZStd::vector< AZStd::string > &alwaysIncludeJoints) (defined in EMotionFX::Actor)EMotionFX::Actor
AXIS_X enum value (defined in EMotionFX::Actor)EMotionFX::Actor
AXIS_Y enum value (defined in EMotionFX::Actor)EMotionFX::Actor
AXIS_Z enum value (defined in EMotionFX::Actor)EMotionFX::Actor
CalcDeformableMeshTotals(size_t lodLevel, uint32 *outNumVertices, uint32 *outNumIndices)EMotionFX::Actor
CalcMaxNumInfluences(size_t lodLevel) constEMotionFX::Actor
CalcMaxNumInfluences(size_t lodLevel, AZStd::vector< size_t > &outVertexCounts) constEMotionFX::Actor
CalcMeshTotals(size_t lodLevel, uint32 *outNumPolygons, uint32 *outNumVertices, uint32 *outNumIndices) constEMotionFX::Actor
CalcStaticMeshTotals(size_t lodLevel, uint32 *outNumVertices, uint32 *outNumIndices)EMotionFX::Actor
CheckIfHasMeshes(size_t lodLevel) constEMotionFX::Actor
CheckIfHasMorphDeformer(size_t lodLevel, size_t nodeIndex) const (defined in EMotionFX::Actor)EMotionFX::Actor
CheckIfHasSkinnedMeshes(size_t lodLevel) constEMotionFX::Actor
CheckIfHasSkinningDeformer(size_t lodLevel, size_t nodeIndex) const (defined in EMotionFX::Actor)EMotionFX::Actor
Clone() constEMotionFX::Actor
CopyLODLevel(Actor *copyActor, size_t copyLODLevel, size_t replaceLODLevel, bool copySkeletalLODFlags)EMotionFX::Actor
CopyTransformsFrom(const Actor *other) (defined in EMotionFX::Actor)EMotionFX::Actor
DeleteAllNodes()EMotionFX::Actor
EAxis enum name (defined in EMotionFX::Actor)EMotionFX::Actor
ExtractBoneList(size_t lodLevel, AZStd::vector< size_t > *outBoneList) constEMotionFX::Actor
Finalize(LoadRequirement loadReq=LoadRequirement::AllowAsyncLoad)EMotionFX::Actor
FindBestMatchForNode(const char *nodeName, const char *subStringA, const char *subStringB, bool firstPass=true) constEMotionFX::Actor
FindBestMatchingMotionExtractionAxis() const (defined in EMotionFX::Actor)EMotionFX::Actor
FindBestMirrorMatchForNode(uint16 nodeIndex, Pose &pose) const (defined in EMotionFX::Actor)EMotionFX::Actor
FindBestMotionExtractionNode() constEMotionFX::Actor
FindFirstActiveParentBone(size_t skeletalLOD, size_t startNodeIndex) constEMotionFX::Actor
FindMostInfluencedMeshPoints(const Node *node, AZStd::vector< AZ::Vector3 > &outPoints) constEMotionFX::Actor
FindNodeGroupByName(const char *groupName) constEMotionFX::Actor
FindNodeGroupByNameNoCase(const char *groupName) constEMotionFX::Actor
FindNodeGroupIndexByName(const char *groupName) constEMotionFX::Actor
FindNodeGroupIndexByNameNoCase(const char *groupName) constEMotionFX::Actor
GenerateOptimizedSkeleton() (defined in EMotionFX::Actor)EMotionFX::Actor
GenerateUpdatePathToRoot(size_t endNodeIndex, AZStd::vector< size_t > &outPath) constEMotionFX::Actor
GetBindPose() (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetBindPose() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetCustomData() constEMotionFX::Actor
GetDependency(size_t nr)EMotionFX::Actorinline
GetDependency(size_t nr) const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetDirtyFlag() constEMotionFX::Actor
GetFileName() constEMotionFX::Actor
GetFileNameString() constEMotionFX::Actor
GetFileUnitType() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetHasMirrorAxesDetected() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetHasMirrorInfo() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetID() constEMotionFX::Actorinline
GetInverseBindPoseTransform(size_t nodeIndex) constEMotionFX::Actorinline
GetInverseBindPoseTransforms() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetIsUsedForVisualization() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetMesh(size_t lodLevel, size_t nodeIndex) const (defined in EMotionFX::Actor)EMotionFX::Actor
GetMeshAsset() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetMeshAssetId() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetMeshDeformerStack(size_t lodLevel, size_t nodeIndex) const (defined in EMotionFX::Actor)EMotionFX::Actor
GetMorphSetup(size_t geomLODLevel) constEMotionFX::Actorinline
GetMorphTargetMetaAsset() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetMotionExtractionNode() constEMotionFX::Actor
GetMotionExtractionNodeIndex() constEMotionFX::Actorinline
GetName() constEMotionFX::Actor
GetNameString() constEMotionFX::Actor
GetNodeGroup(size_t index) constEMotionFX::Actor
GetNodeMirrorInfo(size_t nodeIndex)EMotionFX::Actorinline
GetNodeMirrorInfo(size_t nodeIndex) constEMotionFX::Actorinline
GetNodeMirrorInfos() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetNodeMirrorInfos() (defined in EMotionFX::Actor)EMotionFX::Actor
GetNumDependencies() constEMotionFX::Actorinline
GetNumLODLevels() constEMotionFX::Actor
GetNumNodeGroups() constEMotionFX::Actor
GetNumNodes() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetOptimizeSkeleton() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetPhysicsSetup() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetRetargetRootNode() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetRetargetRootNodeIndex() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetSimulatedObjectSetup() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetSkeleton() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetSkinMetaAsset() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetSkinToSkeletonIndexMap() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetStaticAabb() const (defined in EMotionFX::Actor)EMotionFX::Actor
GetThreadIndex() const (defined in EMotionFX::Actor)EMotionFX::Actorinline
GetUnitType() const (defined in EMotionFX::Actor)EMotionFX::Actor
InsertLODLevel(size_t insertAt)EMotionFX::Actor
IsReady() constEMotionFX::Actorinline
LoadRequirement enum name (defined in EMotionFX::Actor)EMotionFX::Actor
MakeGeomLODsCompatibleWithSkeletalLODs()EMotionFX::Actor
MapNodeMotionSource(const char *sourceNodeName, const char *destNodeName)EMotionFX::Actor
MapNodeMotionSource(uint16 sourceNodeIndex, uint16 targetNodeIndex) (defined in EMotionFX::Actor)EMotionFX::Actor
MatchNodeMotionSources(const char *subStringA, const char *subStringB)EMotionFX::Actor
MatchNodeMotionSourcesGeometrical() (defined in EMotionFX::Actor)EMotionFX::Actor
MIRRORFLAG_INVERT_X enum value (defined in EMotionFX::Actor)EMotionFX::Actor
MIRRORFLAG_INVERT_Y enum value (defined in EMotionFX::Actor)EMotionFX::Actor
MIRRORFLAG_INVERT_Z enum value (defined in EMotionFX::Actor)EMotionFX::Actor
PostCreateInit(bool makeGeomLodsCompatibleWithSkeletalLODs=true, bool convertUnitType=true) (defined in EMotionFX::Actor)EMotionFX::Actor
PrintSkeletonLODs() (defined in EMotionFX::Actor)EMotionFX::Actor
RecursiveAddDependencies(const Actor *actor)EMotionFX::Actor
ReinitializeMeshDeformers() (defined in EMotionFX::Actor)EMotionFX::Actor
ReleaseTransformData() (defined in EMotionFX::Actor)EMotionFX::Actor
RemoveAllMorphSetups(bool deleteMeshDeformers=true)EMotionFX::Actor
RemoveAllNodeGroups()EMotionFX::Actor
RemoveAllNodeMeshes()EMotionFX::Actor
RemoveNode(size_t nr, bool delMem=true)EMotionFX::Actor
RemoveNodeGroup(size_t index, bool delFromMem=true)EMotionFX::Actor
RemoveNodeGroup(NodeGroup *group, bool delFromMem=true)EMotionFX::Actor
RemoveNodeMeshForLOD(size_t lodLevel, size_t nodeIndex, bool destroyMesh=true) (defined in EMotionFX::Actor)EMotionFX::Actor
RemoveNodeMirrorInfos()EMotionFX::Actor
ResizeTransformData() (defined in EMotionFX::Actor)EMotionFX::Actor
Scale(float scaleFactor)EMotionFX::Actor
ScaleToUnitType(MCore::Distance::EUnitType targetUnitType)EMotionFX::Actor
SetCustomData(void *dataPointer)EMotionFX::Actor
SetDirtyFlag(bool dirty)EMotionFX::Actor
SetFileName(const char *filename)EMotionFX::Actor
SetFileUnitType(MCore::Distance::EUnitType unitType) (defined in EMotionFX::Actor)EMotionFX::Actor
SetID(uint32 id)EMotionFX::Actorinline
SetIsUsedForVisualization(bool flag) (defined in EMotionFX::Actor)EMotionFX::Actor
SetMesh(size_t lodLevel, size_t nodeIndex, Mesh *mesh) (defined in EMotionFX::Actor)EMotionFX::Actor
SetMeshAssetId(const AZ::Data::AssetId &assetId) (defined in EMotionFX::Actor)EMotionFX::Actor
SetMeshDeformerStack(size_t lodLevel, size_t nodeIndex, MeshDeformerStack *stack) (defined in EMotionFX::Actor)EMotionFX::Actor
SetMorphSetup(size_t lodLevel, MorphSetup *setup)EMotionFX::Actor
SetMotionExtractionNode(Node *node)EMotionFX::Actor
SetMotionExtractionNodeIndex(size_t nodeIndex)EMotionFX::Actor
SetName(const char *name)EMotionFX::Actor
SetNodeMirrorInfos(const AZStd::vector< NodeMirrorInfo > &mirrorInfos) (defined in EMotionFX::Actor)EMotionFX::Actor
SetNumLODLevels(size_t numLODs, bool adjustMorphSetup=true)EMotionFX::Actor
SetNumNodes(size_t numNodes) (defined in EMotionFX::Actor)EMotionFX::Actor
SetOptimizeSkeleton(bool optimizeSkeleton) (defined in EMotionFX::Actor)EMotionFX::Actorinline
SetPhysicsSetup(const AZStd::shared_ptr< PhysicsSetup > &physicsSetup) (defined in EMotionFX::Actor)EMotionFX::Actor
SetRetargetRootNode(Node *node) (defined in EMotionFX::Actor)EMotionFX::Actor
SetRetargetRootNodeIndex(size_t nodeIndex) (defined in EMotionFX::Actor)EMotionFX::Actor
SetSimulatedObjectSetup(const AZStd::shared_ptr< SimulatedObjectSetup > &setup) (defined in EMotionFX::Actor)EMotionFX::Actor
SetStaticAabb(const AZ::Aabb &aabb) (defined in EMotionFX::Actor)EMotionFX::Actor
SetThreadIndex(uint32 index) (defined in EMotionFX::Actor)EMotionFX::Actorinline
SetUnitType(MCore::Distance::EUnitType unitType) (defined in EMotionFX::Actor)EMotionFX::Actor
UpdateStaticAabb()EMotionFX::Actor
VerifySkinning(AZStd::vector< uint8 > &conflictNodeFlags, size_t skeletalLODLevel, size_t geometryLODLevel)EMotionFX::Actor
~Actor() (defined in EMotionFX::Actor)EMotionFX::Actorvirtual