|
bool | Init (const InitSettings &settings) override |
|
void | ExtractFeatureValues (const ExtractFeatureContext &context) override |
|
void | FillQueryVector (QueryVector &queryVector, const QueryVectorContext &context) override |
|
float | CalculateFutureFrameCost (size_t frameIndex, const FrameCostContext &context) const |
|
float | CalculatePastFrameCost (size_t frameIndex, const FrameCostContext &context) const |
|
void | DebugDraw (AzFramework::DebugDisplayRequests &debugDisplay, const Pose ¤tPose, const FeatureMatrix &featureMatrix, const FeatureMatrixTransformer *featureTransformer, size_t frameIndex) override |
|
void | SetNumPastSamplesPerFrame (size_t numHistorySamples) |
|
void | SetNumFutureSamplesPerFrame (size_t numFutureSamples) |
|
void | SetPastTimeRange (float timeInSeconds) |
|
void | SetFutureTimeRange (float timeInSeconds) |
|
void | SetFacingAxis (const Axis axis) |
|
void | UpdateFacingAxis () |
|
float | GetPastTimeRange () const |
|
size_t | GetNumPastSamples () const |
|
float | GetPastCostFactor () const |
|
float | GetFutureTimeRange () const |
|
size_t | GetNumFutureSamples () const |
|
float | GetFutureCostFactor () const |
|
AZ::Vector2 | CalculateFacingDirection (const Pose &pose, const Transform &invRootTransform) const |
|
AZ::Vector3 | GetFacingAxisDir () const |
|
size_t | GetNumDimensions () const override |
|
AZStd::string | GetDimensionName (size_t index) const override |
|
virtual bool | Init (const InitSettings &settings) |
|
virtual void | ExtractFeatureValues (const ExtractFeatureContext &context)=0 |
|
virtual void | FillQueryVector (QueryVector &queryVector, const QueryVectorContext &context)=0 |
|
virtual float | CalculateFrameCost (size_t frameIndex, const FrameCostContext &context) const |
|
void | SetCostFactor (float costFactor) |
|
float | GetCostFactor () const |
|
virtual void | DebugDraw (AzFramework::DebugDisplayRequests &debugDisplay, const Pose ¤tPose, const FeatureMatrix &featureMatrix, const FeatureMatrixTransformer *featureTransformer, size_t frameIndex) |
|
void | SetDebugDrawColor (const AZ::Color &color) |
|
const AZ::Color & | GetDebugDrawColor () const |
|
void | SetDebugDrawEnabled (bool enabled) |
|
bool | GetDebugDrawEnabled () const |
|
void | SetJointName (const AZStd::string &jointName) |
|
const AZStd::string & | GetJointName () const |
|
void | SetRelativeToJointName (const AZStd::string &jointName) |
|
const AZStd::string & | GetRelativeToJointName () const |
|
void | SetName (const AZStd::string &name) |
|
const AZStd::string & | GetName () const |
|
virtual size_t | GetNumDimensions () const =0 |
|
virtual AZStd::string | GetDimensionName (size_t index) const |
|
FeatureMatrix::Index | GetColumnOffset () const |
|
void | SetColumnOffset (FeatureMatrix::Index offset) |
|
const AZ::TypeId & | GetId () const |
|
size_t | GetRelativeToNodeIndex () const |
|
void | SetRelativeToNodeIndex (size_t nodeIndex) |
|
|
float | GetNormalizedDirectionDifference (const AZ::Vector2 &directionA, const AZ::Vector2 &directionB) const |
|
float | GetNormalizedDirectionDifference (const AZ::Vector3 &directionA, const AZ::Vector3 &directionB) const |
|
float | CalcResidual (float value) const |
|
float | CalcResidual (const AZ::Vector3 &a, const AZ::Vector3 &b) const |
|
virtual AZ::Crc32 | GetCostFactorVisibility () const |
|
AZ::TypeId | m_id = AZ::TypeId::CreateRandom() |
|
AZStd::string | m_name |
|
AZStd::string | m_jointName |
|
AZStd::string | m_relativeToJointName |
|
AZ::Color | m_debugColor = AZ::Colors::Green |
|
bool | m_debugDrawEnabled = false |
|
float | m_costFactor = 1.0f |
|
ResidualType | m_residualType = ResidualType::Absolute |
|
FeatureMatrix::Index | m_featureColumnOffset |
|
size_t | m_relativeToNodeIndex = InvalidIndex |
|
size_t | m_jointIndex = InvalidIndex |
|
Matches the root joint past and future trajectory. For each frame in the motion database, the position and facing direction relative to the current frame of the joint will be evaluated for a past and future time window. The past and future samples together form the trajectory of the current frame within the time window. This basically describes where the character came from to reach the current frame and where it will go when continuing to play the animation.