UGeometryCacheTrack

Base class for GeometryCache tracks, stores matrix animation data and implements functionality for it

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GeometryCache

Header

/Engine/Plugins/Experimental/GeometryCache/Source/GeometryCache/Classes/GeometryCacheTrack.h

Include

#include "GeometryCacheTrack.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, BlueprintType, Config=Engine)
class UGeometryCacheTrack : public UObject

Remarks

Base class for GeometryCache tracks, stores matrix animation data and implements functionality for it

Variables

Name Description

Protected variable UProperty Category visibleanywhere

float

 

Duration

The duration of this track's animation.

Protected variable

TArray< FMatrix...

 

MatrixSamples

Matrix sample data, both FMatrix and time

Protected variable

TArray< float >

 

MatrixSampleTimes

Protected variable

uint32

 

NumMaterials

Number of materials for this track

Constructors

Name Description

Public function

UGeometryCacheTrack

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function Virtual

~UGeometryCacheTrack()

Functions

Name Description

Public function Virtual

void

 

AddMatrixSample

(
    const FMatrix& Matrix,
    const float SampleTime
)

AddMatrixSample, Adds a single matrix animation sample (recalculates duration according to SampleTime)

Protected function

const uint32

 

FindSampleIndexFromTime

(
    const TArray< float >& SampleTimes,
    const float Time,
    const bool bLooping
)

FindSampleIndexFromTime uses binary search to find the closest index to Time inside Samples

Public function Virtual

float

 

GetDuration()

Get the value of the duration property.

Public function Virtual Const

const float

 

GetMaxSampleTime()

GetMaxSampleTime, returns the time for the last sample can be considered as the total animation length

Public function Const

const uint32

 

GetNumMaterials()

GetNumMaterials, total number of materials inside this track (depends on batches)

Public function Virtual

const FGeome...

 

GetSampleInfo

(
    float Time,
    const bool bLooping
)

Get the info for the sample displayed at the given time.

Public function Virtual

void

 

SetDuration

(
    float NewDuration
)

Set the duration property.

Public function Virtual

void

 

SetMatrixSamples

(
    const TArray< FMatrix >& Matrices,
    const TArray< float >& SampleTimes
)

SetMatrixSamples, Set the Matrix animation Samples

Public function Virtual

const bool

 

UpdateBoundsData

(
    const float Time,
    const bool bLooping,
    const bool bIsPlayingBackward,
    int32& InOutBoundsSampleIndex,
    FBox& OutBounds
)

UpdateBoundsData

Public function Virtual

const bool

 

UpdateMatrixData

(
    const float Time,
    const bool bLooping,
    int32& InOutMatrixSampleIndex,
    FMatrix& OutWorldMatrix
)

UpdateMatrixData

Public function Virtual

const bool

 

UpdateMeshData

(
    const float Time,
    const bool bLooping,
    int32& InOutMeshSampleIndex,
    FGeometryCacheMeshData*& OutMe...
)

UpdateMeshData

Overridden from UObject

Name Description

Public function Virtual

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss