| FBasePose
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/BonePose.h |
Include |
#include "BonePose.h" |
template<typename InAllocator>
struct FBaseCompactPose : public FBasePose< FCompactPoseBoneIndex, InAllocator >
Name | Description | ||
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const FBoneCont... |
BoneContainer |
Reference to our BoneContainer. |
Name | Description | |
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FBaseCompactPose() |
Name | Description | ||
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ContainsNaN() |
Returns true if any bone rotation contains NaN or Inf. |
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CopyAndAssignBoneContainer ( |
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CopyBonesFrom ( |
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CopyBonesFrom ( |
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CopyBonesFrom ( |
Copy bone transform from SrcPose to this. |
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CopyBonesTo ( |
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Empty() |
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RangedForBon... |
ForEachBoneIndex() |
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RangedForBon... |
ForEachBoneIndexReverse() |
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const FBoneC... |
GetBoneContainer() |
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BoneIndexTyp... |
GetParentBoneIndex ( |
Returns the bone index for the parent bone. |
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const FTrans... |
GetRefPose ( |
Returns the ref pose for the supplied bone. |
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InitFrom ( |
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InitFrom ( |
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IsNormalized() |
Returns true if all bone rotations are normalized |
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IsValid() |
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FCompactPose... |
MakeBeginIter() |
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FCompactPose... |
MakeBeginIterReverse() |
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FCompactPose... |
MakeEndIter() |
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FCompactPose... |
MakeEndIterReverse() |
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MoveBonesFrom ( |
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MoveBonesFrom ( |
Moves transform data out of the supplied InTransforms. InTransform will be left empty. |
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MoveBonesTo ( |
Moves transform data out of this to the supplied InTransforms. Bones will be left empty. |
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NormalizeRotations() |
Normalizes all rotations in this pose. |
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ResetToAdditiveIdentity() |
Sets every bone transform to Identity. |
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ResetToRefPose() |
Sets this pose to its ref pose. |
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ResetToRefPose ( |
Sets this pose to the supplied BoneContainers ref pose. |
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SetBoneContainer ( |
Name |
Description |
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Allocator |
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BoneIndexType |
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RangedForBoneIndexBwd |
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RangedForBoneIndexFwd |
Bone Index Iteration. |