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 <NodeMap.h>
Inherits MCore::RefCounted.
Classes | |
struct | MapEntry |
Public Member Functions | |
void | Reserve (size_t numEntries) |
void | Resize (size_t numEntries) |
size_t | GetNumEntries () const |
const char * | GetFirstName (size_t entryIndex) const |
const char * | GetSecondName (size_t entryIndex) const |
const AZStd::string & | GetFirstNameString (size_t entryIndex) const |
const AZStd::string & | GetSecondNameString (size_t entryIndex) const |
bool | GetHasEntry (const char *firstName) const |
size_t | FindEntryIndexByName (const char *firstName) const |
size_t | FindEntryIndexByNameID (uint32 firstNameID) const |
const char * | FindSecondName (const char *firstName) const |
void | FindSecondName (const char *firstName, AZStd::string *outString) |
void | SetFirstName (size_t entryIndex, const char *name) |
void | SetSecondName (size_t entryIndex, const char *name) |
void | SetEntry (size_t entryIndex, const char *firstName, const char *secondName) |
void | AddEntry (const char *firstName, const char *secondName) |
void | SetEntry (const char *firstName, const char *secondName, bool addIfNotExists) |
void | RemoveEntryByIndex (size_t entryIndex) |
void | RemoveEntryByName (const char *firstName) |
void | RemoveEntryByNameID (uint32 firstNameID) |
void | SetFileName (const char *fileName) |
const char * | GetFileName () const |
const AZStd::string & | GetFileNameString () const |
void | SetSourceActor (Actor *actor) |
Actor * | GetSourceActor () const |
bool | Save (const char *fileName, MCore::Endian::EEndianType targetEndianType) const |
Public Member Functions inherited from MCore::RefCounted | |
RefCounted () | |
virtual | ~RefCounted () |
void | IncreaseReferenceCount () |
void | DecreaseReferenceCount () |
void | Destroy () |
uint32 | GetReferenceCount () const |
Static Public Member Functions | |
static NodeMap * | Create () |
Additional Inherited Members | |
Protected Member Functions inherited from MCore::RefCounted | |
virtual void | Delete () |
A node map maps a set of nodes from one given node name to another. This can create a linkage/mapping between two different hierarchies. For example the node "Bip01 L Head" in one Actor could be mapped to a node named "Head" in another Actor. A node map is for example used during retargeting of motions who's hierarchies are different. The first name is always the key, and the second name is the name it is mapped to. You should not have any duplicated firstName entries. The multiple entries can have the same second name though.