#include <MorphMeshDeformer.h>
Inherits EMotionFX::MeshDeformer.
|
| enum | { TYPE_ID = 0x00000002
} |
| |
| enum | { SUBTYPE_ID = 0x00000001
} |
| |
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 |
( |
const DeformPass & |
deformPass | ) |
|
Add a deform pass.
- Parameters
-
| deformPass | The deform pass to add. |
◆ Clone()
Creates an exact clone (copy) of this deformer, and returns a pointer to it.
- Parameters
-
| 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
-
| mesh | A pointer to the mesh to deform. |
◆ GetNumDeformPasses()
| size_t EMotionFX::MorphMeshDeformer::GetNumDeformPasses |
( |
| ) |
const |
Get the number of deform passes.
- Returns
- The number of deform passes.
◆ GetSubType()
| uint32 EMotionFX::MorphMeshDeformer::GetSubType |
( |
| ) |
const |
|
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 |
( |
| ) |
const |
|
overridevirtual |
◆ Reinitialize()
| void EMotionFX::MorphMeshDeformer::Reinitialize |
( |
Actor * |
actor, |
|
|
Node * |
node, |
|
|
size_t |
lodLevel, |
|
|
uint16 |
highestJointIndex = 0 |
|
) |
| |
|
overridevirtual |
Reinitialize the mesh deformer.
- Parameters
-
| 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 |
( |
size_t |
numPasses | ) |
|
Pre-allocate space for the deform passes. This does not influence the return value of GetNumDeformPasses().
- Parameters
-
| numPasses | The number of passes to pre-allocate space for. |
◆ Update()
| void EMotionFX::MorphMeshDeformer::Update |
( |
ActorInstance * |
actorInstance, |
|
|
Node * |
node, |
|
|
float |
timeDelta |
|
) |
| |
|
overridevirtual |
Update the mesh deformer.
- Parameters
-
| 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