#include <RepositioningLayerPass.h>
Inherits EMotionFX::LayerPass.
Public Types | |
enum | { TYPE_ID = 0x00000002 } |
Public Member Functions | |
uint32 | GetType () const override |
void | Process () override |
virtual uint32 | GetType () const =0 |
virtual void | Process ()=0 |
Public Member Functions inherited from EMotionFX::BaseObject | |
BaseObject () | |
virtual | ~BaseObject () |
Public Member Functions inherited from MCore::MemoryObject | |
MemoryObject () | |
virtual | ~MemoryObject () |
void | IncreaseReferenceCount () |
void | DecreaseReferenceCount () |
void | Destroy () |
uint32 | GetReferenceCount () const |
Static Public Member Functions | |
static RepositioningLayerPass * | Create (MotionLayerSystem *motionLayerSystem) |
Additional Inherited Members | |
Protected Member Functions inherited from EMotionFX::LayerPass | |
LayerPass (MotionLayerSystem *motionLayerSystem) | |
virtual | ~LayerPass () |
Protected Member Functions inherited from EMotionFX::BaseObject | |
void | Delete () override |
virtual void | Delete () |
Protected Attributes inherited from EMotionFX::LayerPass | |
MotionLayerSystem * | m_motionSystem |
The motion based actor repositioning layer pass. This layer pass is responsible to apply relative movements from the actor's repositioning node to the actor itself, instead of to moving the repositioning node.
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static |
The create method.
motionLayerSystem | The motion layer system where this pass will be added to. |
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overridevirtual |
Get the unique type ID of the layer pass class.
Implements EMotionFX::LayerPass.
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overridevirtual |
Process the layer pass. This will move the actor based on the relative movements of the specified motion root node of the actor. Also the movements are blend together accordingly to the weights and arrangement of the motion layers.
Implements EMotionFX::LayerPass.