#include <CsvSerializers.h>
Inherits EMotionFX::MotionMatching::CsvWriterBase.
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bool | Begin (const char *filename, ActorInstance *actorInstance, const WriteSettings &writeSettings) |
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void | WritePose (Pose &pose, const ETransformSpace transformSpace) |
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void | End () override |
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bool | OpenFile (const char *filename, int openMode) |
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virtual void | End () |
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bool | IsReady () const |
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void | WriteLine (AZStd::string &line) |
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void | WriteVector3ToString (const AZ::Vector3 &vec, AZStd::string &text) |
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void | WriteFloatArrayToString (const AZStd::vector< float > &values, AZStd::string &text) |
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AZ::IO::SystemFile | m_file |
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AZStd::string | m_tempBuffer |
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Store a list of skeletal poses in a table The first row contains the value component names, e.g. "LeftArm.Position.X" Each following row represents a skeletal pose Position and rotation values for all enabled joints are stored (scale is skipped). Position XYZ is stored in 3x columns. Rotation which internally is stored as a quaternion is converted to a rotation matrix and the XY-axes of it are stored as 6x components/columns. To reconstruct the rotation quaternion, we first need the cross-product of the X and Y axes to get the Z axis, create a rotation matrix from that and then convert it back to a quaternion.
◆ End()
void EMotionFX::MotionMatching::PoseWriterCsv::End |
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overridevirtual |
The documentation for this class was generated from the following file:
- Gems/MotionMatching/Code/Source/CsvSerializers.h