#include <BonePose.h>
◆ AllocatorType
◆ BoneIndexType
◆ FCSPose() [1/3]
◆ ~FCSPose()
◆ FCSPose() [2/3]
◆ FCSPose() [3/3]
◆ CalculateComponentSpaceTransform()
◆ ConvertBoneToLocalSpace()
Convert Bone to Local Space.
◆ ConvertComponentPosesToLocalPoses() [1/2]
This function convert component space to local space to OutPose
This has been optimized with an assumption of all parents are calculated in component space for those who have been converted to component space
If a part of chain hasn't been converted, it will trigger ensure.
◆ ConvertComponentPosesToLocalPoses() [2/2]
This function convert component space to local space to OutPose
This has been optimized with an assumption of all parents are calculated in component space for those who have been converted to component space After this function, accessing InPose.Pose won't be valid anymore because of Move semantics
If a part of chain hasn't been converted, it will trigger ensure.
◆ ConvertComponentPosesToLocalPosesSafe()
This function convert component space to local space to OutPose
Contrast to ConvertComponentPosesToLocalPoses, this allows some parts of chain to stay in local space before conversion And it will calculate back to component space correctly before converting back to new local space This is issue when child is in component space, but the parent is not. Then we have to convert parents to be in the component space before converting back to local
However it is more expensive as a result.
◆ CopyAndAssignBoneContainer()
◆ CopyPose()
◆ Empty()
◆ GetComponentSpaceFlags()
◆ GetComponentSpaceTransform()
◆ GetLocalSpaceTransform()
◆ GetPose()
◆ InitPose() [1/3]
◆ InitPose() [2/3]
◆ InitPose() [3/3]
◆ LocalBlendCSBoneTransforms()
Blends Component Space transforms to MeshPose in Local Space. Used by SkelControls to apply their transforms.
The tricky bit is that SkelControls deliver their transforms in Component Space, But the blending is done in Local Space. Also we need to refresh any Children they have that has been previously converted to Component Space.
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ SafeSetCSBoneTransforms()
Set a bunch of Component Space Bone Transforms. Do this safely by insuring that Parents are already in Component Space, and any Component Space children are converted back to Local Space before hand.
◆ SetComponentSpaceTransform()
◆ BoneMask
◆ BonesToConvert
◆ ComponentSpaceFlags
◆ Pose
The documentation for this struct was generated from the following files: