#include <MorphMeshDeformer.h>
Inherits EMotionFX::MeshDeformer.
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enum | { TYPE_ID = 0x00000002
} |
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enum | { SUBTYPE_ID = 0x00000001
} |
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uint32 | GetType () const override |
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uint32 | GetSubType () const override |
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void | Update (ActorInstance *actorInstance, Node *node, float timeDelta) override |
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void | Reinitialize (Actor *actor, Node *node, size_t lodLevel, uint16 highestJointIndex=0) override |
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MeshDeformer * | Clone (Mesh *mesh) const override |
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void | AddDeformPass (const DeformPass &deformPass) |
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size_t | GetNumDeformPasses () const |
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void | ReserveDeformPasses (size_t numPasses) |
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virtual void | Update (ActorInstance *actorInstance, Node *node, float timeDelta)=0 |
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virtual void | Reinitialize (Actor *actor, Node *node, size_t lodLevel, uint16 highestJointIndex) |
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virtual MeshDeformer * | Clone (Mesh *mesh) const =0 |
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virtual uint32 | GetType () const =0 |
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virtual uint32 | GetSubType () const =0 |
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bool | GetIsEnabled () const |
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void | SetIsEnabled (bool enabled) |
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| BaseObject () |
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virtual | ~BaseObject () |
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| MemoryObject () |
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virtual | ~MemoryObject () |
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void | IncreaseReferenceCount () |
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void | DecreaseReferenceCount () |
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void | Destroy () |
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uint32 | GetReferenceCount () const |
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The mesh morph deformer. This works together with the morph setup (MorphSetup). Basically what it does is: output = input + morphTargetA*weightA + morphTargetB*weightB + morphTargetC*weightC.... etc.
◆ AddDeformPass()
void EMotionFX::MorphMeshDeformer::AddDeformPass |
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const DeformPass & |
deformPass | ) |
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Add a deform pass.
- Parameters
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deformPass | The deform pass to add. |
◆ Clone()
Creates an exact clone (copy) of this deformer, and returns a pointer to it.
- Parameters
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mesh | The mesh to apply the deformer on. |
- Returns
- A pointer to the newly created clone of this deformer.
Implements EMotionFX::MeshDeformer.
◆ Create()
Creation method.
- Parameters
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mesh | A pointer to the mesh to deform. |
◆ GetNumDeformPasses()
size_t EMotionFX::MorphMeshDeformer::GetNumDeformPasses |
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const |
Get the number of deform passes.
- Returns
- The number of deform passes.
◆ GetSubType()
uint32 EMotionFX::MorphMeshDeformer::GetSubType |
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const |
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overridevirtual |
Returns the unique subtype ID of this deformer. A subtype identifies the specialization type of the given deformer. A cplus plus version of a deformer could have a sub type of 0, while the SSE assembly optimized version would have a sub type of 1 for example.
- Returns
- The sub type identification number.
Implements EMotionFX::MeshDeformer.
◆ GetType()
uint32 EMotionFX::MorphMeshDeformer::GetType |
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const |
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overridevirtual |
◆ Reinitialize()
void EMotionFX::MorphMeshDeformer::Reinitialize |
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Actor * |
actor, |
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Node * |
node, |
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size_t |
lodLevel, |
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uint16 |
highestJointIndex = 0 |
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) |
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overridevirtual |
Reinitialize the mesh deformer.
- Parameters
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actor | The actor to to initialize the deformer for. |
node | The node where the mesh belongs to during this initialization. |
lodLevel | The LOD level of the mesh the mesh deformer works on. |
Reimplemented from EMotionFX::MeshDeformer.
◆ ReserveDeformPasses()
void EMotionFX::MorphMeshDeformer::ReserveDeformPasses |
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size_t |
numPasses | ) |
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Pre-allocate space for the deform passes. This does not influence the return value of GetNumDeformPasses().
- Parameters
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numPasses | The number of passes to pre-allocate space for. |
◆ Update()
void EMotionFX::MorphMeshDeformer::Update |
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ActorInstance * |
actorInstance, |
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Node * |
node, |
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float |
timeDelta |
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) |
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overridevirtual |
Update the mesh deformer.
- Parameters
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actorInstance | The actor instance to use for the update. So the actor where the mesh belongs to during this update. |
node | The node to use for the update, so the node where the mesh belongs to during this update. |
timeDelta | The time (in seconds) passed since the last call. |
Implements EMotionFX::MeshDeformer.
The documentation for this class was generated from the following file:
- Gems/EMotionFX/Code/EMotionFX/Source/MorphMeshDeformer.h