Open 3D Engine EMotionFX Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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#include <NodeGroup.h>
Public Member Functions | |
AZ_CLASS_ALLOCATOR_DECL | NodeGroup (const AZStd::string &groupName={}, size_t numNodes=0, bool enabledOnDefault=true) |
NodeGroup (const NodeGroup &aOther) | |
NodeGroup & | operator= (const NodeGroup &aOther) |
void | SetName (const AZStd::string &groupName) |
const char * | GetName () const |
const AZStd::string & | GetNameString () const |
void | SetNumNodes (size_t numNodes) |
size_t | GetNumNodes () const |
void | SetNode (size_t index, uint16 nodeIndex) |
uint16 | GetNode (size_t index) const |
void | EnableNodes (ActorInstance *targetActorInstance) |
void | DisableNodes (ActorInstance *targetActorInstance) |
void | AddNode (uint16 nodeIndex) |
void | RemoveNodeByNodeIndex (uint16 nodeIndex) |
void | RemoveNodeByGroupIndex (size_t index) |
AZStd::vector< uint16 > & | GetNodeArray () |
bool | GetIsEnabledOnDefault () const |
void | SetIsEnabledOnDefault (bool enabledOnDefault) |
A node group like the name already says is a group that contains a list of nodes. The group contains a list of node numbers, which index inside the actor where the groups belong to. It is possible to enable and disable individual groups. Disabling a group will skip all calculations done on the nodes that are inside the group. You can enable and disable individual groups per ActorInstance object. Skipped calculations include the calculation of local space matrices, forward kinematics to calculate world space matrices and blending. It is important that you do not use the nodes that are disabled. For example if a given node is disabled and you try to get its transformation, then this transformation might contain incorrect or even uninitialized data.
void EMotionFX::NodeGroup::AddNode | ( | uint16 | nodeIndex | ) |
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.
nodeIndex | The node index which points inside the Actor object where this group will be added to. This relates to the node returned by Actor::GetNode( nodeIndex ). |
void EMotionFX::NodeGroup::DisableNodes | ( | ActorInstance * | targetActorInstance | ) |
Disable all nodes that remain inside this group, for a given actor instance. The reason why you specify an ActorInstance as parameter is because the node groups are stored inside the Actor objects, while you can enable and disable nodes individually per ActorInstance. Nodes that are enabled will be processed by fully inside the EMotion FX pipeline. This includes things like motion sampling, local space matrix construction, world space transformation calculations and blending operations. Disabled nodes will skip those calculations.
targetActorInstance | The actor instance object in which we will enable all the nodes that are inside this group. |
void EMotionFX::NodeGroup::EnableNodes | ( | ActorInstance * | targetActorInstance | ) |
Enable all nodes that remain inside this group, for a given actor instance. The reason why you specify an ActorInstance as parameter is because the node groups are stored inside the Actor objects, while you can enable and disable nodes individually per ActorInstance. Nodes that are enabled will be processed by fully inside the EMotion FX pipeline. This includes things like motion sampling, local space matrix construction, world space transformation calculations and blending operations. Disabled nodes will skip those calculations.
targetActorInstance | The actor instance object in which we will enable all the nodes that are inside this group. |
bool EMotionFX::NodeGroup::GetIsEnabledOnDefault | ( | ) | const |
Check whether this group is enabled after actor instance creation time. If the group is enabled, it means that all nodes inside this group will be enabled once an actor instance is created. When this is set to false, all nodes inside the group will be disabled on default. It is possible however that another group enables or disables specific nodes that are also inside this group again, if a node is in multiple groups. &
const char* EMotionFX::NodeGroup::GetName | ( | ) | const |
Get the name of the group as null terminated character buffer.
const AZStd::string& EMotionFX::NodeGroup::GetNameString | ( | ) | const |
Get the name of the group, in form of a AZStd::string object.
uint16 EMotionFX::NodeGroup::GetNode | ( | size_t | index | ) | const |
Get the node index for a given node inside the group.
index | The node number inside this group, which must be in range of [0..GetNumNodes()-1]. |
AZStd::vector<uint16>& EMotionFX::NodeGroup::GetNodeArray | ( | ) |
Get direct access to the array of node indices that are part of this group.
size_t EMotionFX::NodeGroup::GetNumNodes | ( | ) | const |
Get the number of nodes that remain inside this group.
void EMotionFX::NodeGroup::RemoveNodeByGroupIndex | ( | size_t | index | ) |
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 number, then use RemoveNodeByNodeIndex(...) instead.
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]. |
void EMotionFX::NodeGroup::RemoveNodeByNodeIndex | ( | uint16 | nodeIndex | ) |
Remove a given node from the group by its node number (the value returned by GetNode(...). If you wish to remove for example the 3rd node inside this group, then use RemoveNodeByGroupIndex(...) instead. Removing a node index 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.
nodeIndex | The node number to remove. This value related to Actor::GetNode( nodeIndex ). |
void EMotionFX::NodeGroup::SetIsEnabledOnDefault | ( | bool | enabledOnDefault | ) |
Set whether this group is enabled after actor creation time or not. If the group is enabled, it means that all nodes inside this group will be enabled once an actor instance is created. When this is set to false, all nodes inside the group will be disabled on default. It is possible however that another group enables or disables specific nodes that are also inside this group again, if a node is in multiple groups. &
void EMotionFX::NodeGroup::SetName | ( | const AZStd::string & | groupName | ) |
Set the name of the group. Please keep in mind that group names must be unique inside the Actor objects. So you should not have two or more groups with the same name.
groupName | The name of the group. |
void EMotionFX::NodeGroup::SetNode | ( | size_t | index, |
uint16 | nodeIndex | ||
) |
Set the value of a given node.
index | The node number inside this group, which must be in range of [0..GetNumNodes()-1]. |
nodeIndex | The value for the given node. This is the node index which points inside the Actor object where this group will belong to. To get access to the actual node object use Actor::GetNode( nodeIndex ). |
void EMotionFX::NodeGroup::SetNumNodes | ( | size_t | numNodes | ) |
Set the number of nodes that remain inside this group. This will resize the array of node indices. Don't forget to initialize the node values after increasing the number of nodes though.
numNodes | The number of nodes that are inside this group. |