Open 3D Engine EMotionFX Gem API Reference  24.09
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EMotionFX::NodeMap Class Reference

#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)
 
ActorGetSourceActor () 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 NodeMapCreate ()
 

Additional Inherited Members

- Protected Member Functions inherited from MCore::RefCounted
virtual void Delete ()
 

Detailed Description

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.


The documentation for this class was generated from the following file: