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static void | Reflect (AZ::ReflectContext *context) |
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◆ AnimGraphNodeGroup() [1/3]
AZ_CLASS_ALLOCATOR_DECL EMotionFX::AnimGraphNodeGroup::AnimGraphNodeGroup |
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The default constructor. This does not assign a name and there will be nodes inside this group on default.
◆ AnimGraphNodeGroup() [2/3]
EMotionFX::AnimGraphNodeGroup::AnimGraphNodeGroup |
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const char * |
groupName | ) |
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Extended constructor.
- Parameters
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groupName | The name of the group. Please keep in mind that it is not allowed to have two groups with the same name inside a anim graph. |
◆ AnimGraphNodeGroup() [3/3]
EMotionFX::AnimGraphNodeGroup::AnimGraphNodeGroup |
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const char * |
groupName, |
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size_t |
numNodes |
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Another extended constructor.
- Parameters
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groupName | The name of the group. Please keep in mind that it is not allowed to have two groups with the same name inside a anim graph. |
numNodes | The number of nodes to create inside the group. This will have all uninitialized values for the node ids in the group, so be sure that you set them all to some valid node index using the AnimGraphNodeGroup::SetNode(...) method. This constructor automatically calls the SetNumNodes(...) method. |
◆ ~AnimGraphNodeGroup()
virtual EMotionFX::AnimGraphNodeGroup::~AnimGraphNodeGroup |
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◆ AddNode()
Add a given node to this group. Please keep in mind that performing an AddNode will result in a reallocation being done. It is much better to use SetNumNodes(...) in combination with SetNode(...) upfront if the total number of nodes is known upfront.
- Parameters
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nodeID | The value for the given node. This is the node id where this group will belong to. To get access to the actual node object use AnimGraph::RecursiveFindNodeByID( nodeID ). |
◆ Contains()
bool EMotionFX::AnimGraphNodeGroup::Contains |
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AnimGraphNodeId |
nodeId | ) |
const |
Check if the node with the given id is inside the node group.
- Parameters
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nodeID | The node id to check. |
- Returns
- True in case the node with the given id is inside the node group, false if not.
◆ GetColor()
AZ::u32 EMotionFX::AnimGraphNodeGroup::GetColor |
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const |
Get the color of the group.
- Returns
- The 32-bit color in COLREF format (0xAABBGGRR) the nodes of the group will be filled with.
◆ GetIsVisible()
bool EMotionFX::AnimGraphNodeGroup::GetIsVisible |
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const |
Check the visibility flag. This flag has been set by the user and identifies if this node group is visible or not.
- Returns
- True when the node group is marked as visible, otherwise false is returned.
◆ GetName()
const char * EMotionFX::AnimGraphNodeGroup::GetName |
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const |
Get the name of the group as null terminated character buffer.
- Returns
- The name of the group.
◆ GetNameString()
const AZStd::string & EMotionFX::AnimGraphNodeGroup::GetNameString |
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const |
Get the name of the group, in form of a AZStd::string object.
- Returns
- The name as a reference to a AZStd::string object.
◆ GetNode()
AnimGraphNodeId EMotionFX::AnimGraphNodeGroup::GetNode |
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size_t |
index | ) |
const |
Get the node id for a given node inside the group.
- Parameters
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index | The node number inside this group, which must be in range of [0..GetNumNodes()-1]. |
- Returns
- The node id, which points inside the Actor object. Use AnimGraph::RecursiveFindNodeByID( nodeID ) to get access to the node information.
◆ GetNumNodes()
size_t EMotionFX::AnimGraphNodeGroup::GetNumNodes |
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const |
Get the number of nodes that remain inside this group.
- Returns
- The number of nodes inside this group.
◆ GetParentNodeId()
Returns the id of the parent AnimGraphNode to which this group belongs. If the group belongs to the root level, this function will return an invalid id. This function is used to make sure that groups can be filtered by level.
◆ InitFrom()
Initialize the node group based on another group. Please note that the name of this group will also be copied and it is not allowed to have multiple groups with the same name in the same animgraph.
- Parameters
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other | The node group to initialize from. |
◆ IsNameEditOngoing()
bool EMotionFX::AnimGraphNodeGroup::IsNameEditOngoing |
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const |
Checks whether the group name is currently being edited from the graph widget.
- Returns
- True if the group name is currently being edited, false otherwise.
◆ RemoveAllNodes()
void EMotionFX::AnimGraphNodeGroup::RemoveAllNodes |
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Clear the node group. This removes all nodes.
◆ RemoveNodeByGroupIndex()
void EMotionFX::AnimGraphNodeGroup::RemoveNodeByGroupIndex |
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size_t |
index | ) |
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Remove a given node from the group by the array element index. If for example you wish to remove the 3rd node from the group, you can call RemoveNodeByGroupIndex( 2 ). If you wish to remove a node by its node id, then use RemoveNodeByID(...) instead.
- Parameters
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index | The node index in the group. So for example an index value of 5 will remove the sixth node from the group. The index value must be in range of [0..GetNumNodes() - 1]. |
◆ RemoveNodeById()
void EMotionFX::AnimGraphNodeGroup::RemoveNodeById |
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AnimGraphNodeId |
nodeId | ) |
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Remove a given node from the group by its node id (the value returned by AnimGraphNode::GetID(). If you wish to remove for example the 3rd node inside this group, then use RemoveNodeByGroupIndex(...) instead. Removing a node which is not part of this group will do nothing, except that it wastes performance as it will perform a search inside the list of nodes inside this group.
- Parameters
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nodeID | The value for the given node. This is the node id where this group will belong to. To get access to the actual node object use AnimGraph::RecursiveFindNodeByID( nodeID ). |
◆ SetColor()
void EMotionFX::AnimGraphNodeGroup::SetColor |
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const AZ::u32 & |
color | ) |
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Set the color of the group.
- Parameters
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color | The 32-bit color in COLREF format (0xAABBGGRR) the nodes of the group will be filled with. |
◆ SetIsVisible()
void EMotionFX::AnimGraphNodeGroup::SetIsVisible |
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bool |
isVisible | ) |
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Change the visibility state.
- Parameters
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isVisible | Set to true when the node group is visible, otherwise set it to false. |
◆ SetName()
void EMotionFX::AnimGraphNodeGroup::SetName |
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const char * |
groupName | ) |
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Set the name of the group. Please keep in mind that group names must be unique inside the anim graph objects. So you should not have two or more groups with the same name.
- Parameters
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groupName | The name of the group. |
◆ SetNameEditOngoing()
void EMotionFX::AnimGraphNodeGroup::SetNameEditOngoing |
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bool |
nameEditOngoing | ) |
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Toggles the rendering of a QLineEdit widget to edit the name of the group from the graph widget.
- Parameters
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nameEditOngoing | Whether to trigger the rendering of a text edit widget to change the group name. |
◆ SetNode()
void EMotionFX::AnimGraphNodeGroup::SetNode |
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size_t |
index, |
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AnimGraphNodeId |
nodeId |
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Set the value of a given node.
- Parameters
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index | The node number inside this group, which must be in range of [0..GetNumNodes()-1]. |
nodeID | The value for the given node. This is the node id where this group will belong to. To get access to the actual node object use AnimGraph::RecursiveFindNodeByID( nodeID ). |
◆ SetNumNodes()
void EMotionFX::AnimGraphNodeGroup::SetNumNodes |
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size_t |
numNodes | ) |
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Set the number of nodes that remain inside this group. This will resize the array of node ids. Don't forget to initialize the node values after increasing the number of nodes.
- Parameters
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numNodes | The number of nodes that are inside this group. |
◆ SetParentNodeId()
void EMotionFX::AnimGraphNodeGroup::SetParentNodeId |
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AnimGraphNodeId |
nodeId | ) |
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◆ m_color
AZ::u32 EMotionFX::AnimGraphNodeGroup::m_color |
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protected |
The color the nodes of the group will be filled with.
◆ m_name
AZStd::string EMotionFX::AnimGraphNodeGroup::m_name |
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The unique identification number for the node group name.
◆ m_nameEditOngoing
bool EMotionFX::AnimGraphNodeGroup::m_nameEditOngoing = false |
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protected |
Whether the user is currently typing a new name
◆ m_nodeIds
AZStd::vector<AZ::u64> EMotionFX::AnimGraphNodeGroup::m_nodeIds |
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protected |
The node ids that are inside this group.
◆ m_parentNodeId
The documentation for this class was generated from the following file:
- Gems/EMotionFX/Code/EMotionFX/Source/AnimGraphNodeGroup.h