#include <BoneWeights.h>
◆ FBoneWeightsSettings()
| UE::AnimationCore::FBoneWeightsSettings::FBoneWeightsSettings |
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◆ ClearDefaultBoneIndex()
| void UE::AnimationCore::FBoneWeightsSettings::ClearDefaultBoneIndex |
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Clears the default bone index. This allows bone weights arrays to be empty if no weights are set.
◆ GetBlendZeroInfluence()
| bool UE::AnimationCore::FBoneWeightsSettings::GetBlendZeroInfluence |
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Return true if bones with no influence are considered to have a zero weight during the blend calculation.
◆ GetDefaultBoneIndex()
| FBoneIndexType UE::AnimationCore::FBoneWeightsSettings::GetDefaultBoneIndex |
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Returns the current default bone index to set if no weights were set. If no default bone index has been set, then this value is undefined. Call HasDefaultBoneIndex to check
◆ GetMaxWeightCount()
| int32 UE::AnimationCore::FBoneWeightsSettings::GetMaxWeightCount |
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Returns the maximum number of weights for these settings
◆ GetNormalizeType()
Returns the current normalization type for these settings
◆ GetRawWeightThreshold()
| uint16 UE::AnimationCore::FBoneWeightsSettings::GetRawWeightThreshold |
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const |
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Returns the raw weight threshold. This is the value used internally for weight computation.
◆ GetWeightThreshold()
| float UE::AnimationCore::FBoneWeightsSettings::GetWeightThreshold |
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Returns the weight threshold as a float value between (0, 1].
◆ HasDefaultBoneIndex()
| bool UE::AnimationCore::FBoneWeightsSettings::HasDefaultBoneIndex |
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Returns true if a default bone index should be applied in the absence of other weights.
◆ SetBlendZeroInfluence()
| void UE::AnimationCore::FBoneWeightsSettings::SetBlendZeroInfluence |
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bool |
bInBlendZeroInfluence | ) |
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Set the way we treat the bones with zero influence during the blend. If true, we assume all bones with no influence have a zero weight (default) and participate in the blend calculation. If false, we ignore the bone during the blend.
◆ SetDefaultBoneIndex()
| void UE::AnimationCore::FBoneWeightsSettings::SetDefaultBoneIndex |
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FBoneIndexType |
InBoneIndex | ) |
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Set the default bone index to use if no weights were set. This can be used to ensure that there's always a valid weight applied to a skinned vertex.
◆ SetMaxWeightCount()
Sets the maximum number of weights that can be applied to a single FBoneWeights object. When weights are added, the smallest weights, past this limit, are dropped.
◆ SetNormalizeType()
Set the normalization type when manipulating the weight values in FBoneWeights
◆ SetWeightThreshold()
Sets the minimum influence allowed. Any bone weight value below this threshold value is discarded. The threshold value is clamped to the half-closed interval (0, 1] since weight values of zero indicate no influence at all and are ignored completely. By default, all non-zero weights are allowed.
The documentation for this class was generated from the following file: