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ActorSkeletalAnimationPlayer Class Reference
Inheritance diagram for ActorSkeletalAnimationPlayer:

Public Member Functions

virtual void applyToPose (::RenderParams &renderParams, ::std::unordered_map<::SkeletalHierarchyIndex, ::std::vector<::BoneOrientation > > &destBoneOrientationMap, float blendWeight)
virtual void resetAnimation ()
virtual void buildBoneToPartMapping (::AnimationComponent &animationComponent)
virtual void bindParticleEffects (::std::unordered_map<::HashedString, ::HashedString > const &actorParticleEffectMap)
virtual void bindSoundEffects (::std::unordered_map<::HashedString, ::std::string > const &actorSoundEffectMap)
virtual bool hasAnimationFinished () const
virtual ::std::shared_ptr<::ActorAnimationPlayer > findAnimation (::HashedString const &)
virtual::ActorAnimationType getAnimationType () const
virtual::HashedString const & getRawName () const
virtual void visit (::AnimationVisitor &&dispatcher)
MCAPI ActorSkeletalAnimationPlayer (::HashedString const &friendlyName, ::ActorSkeletalAnimationPtr animationData, ::AnimationComponent &animationComponent, ::ExpressionNode const &blendExpression)
MCAPI_C void _animateBones (::RenderParams &renderParams, ::std::unordered_map<::SkeletalHierarchyIndex, ::std::vector<::BoneOrientation > > &destBoneOrientationMap, float blendWeight)
MCAPI_C void _fireParticleEvents (::RenderParams &renderParams)
MCAPI_C void _fireSoundEvents (::RenderParams &renderParams)
MCAPI_C void _rebuildBoneAnimationPlayers ()
MCAPI_C void _setDefaultPose (::RenderParams &renderParams, ::std::unordered_map<::SkeletalHierarchyIndex, ::std::vector<::BoneOrientation > > &destBoneOrientationMap) const
MCAPI bool _updateAnimTime (::RenderParams &renderParams)
MCAPI void * $ctor (::HashedString const &friendlyName, ::ActorSkeletalAnimationPtr animationData, ::AnimationComponent &animationComponent, ::ExpressionNode const &blendExpression)
MCAPI void $dtor ()
MCAPI void $applyToPose (::RenderParams &renderParams, ::std::unordered_map<::SkeletalHierarchyIndex, ::std::vector<::BoneOrientation > > &destBoneOrientationMap, float blendWeight)
MCAPI void $resetAnimation ()
MCFOLD void $buildBoneToPartMapping (::AnimationComponent &animationComponent)
MCAPI void $bindParticleEffects (::std::unordered_map<::HashedString, ::HashedString > const &actorParticleEffectMap)
MCAPI void $bindSoundEffects (::std::unordered_map<::HashedString, ::std::string > const &actorSoundEffectMap)
MCFOLD bool $hasAnimationFinished () const
MCFOLD ::std::shared_ptr<::ActorAnimationPlayer > $findAnimation (::HashedString const &)
MCFOLD::ActorAnimationType $getAnimationType () const
MCAPI::HashedString const & $getRawName () const
MCAPI void $visit (::AnimationVisitor &&dispatcher)
MCAPI void * $ctor (::HashedString const &friendlyName, ::ExpressionNode const &blendExpression)

Static Public Member Functions

static MCAPI void ** $vftable ()

Public Attributes

::ll::TypedStorage< 8, 16, ::ActorSkeletalAnimationPtrmAnimationData
::ll::TypedStorage< 8, 24, ::std::vector<::BoneAnimationPlayer > > mBoneAnimationPlayers
::ll::TypedStorage< 8, 64, ::std::unordered_map<::SkeletalHierarchyIndex, ::std::vector< int > > > mBoneToPartMapping
::ll::TypedStorage< 8, 8, ::std::unordered_map<::HashedString, ::HashedString > const * > mActorParticleEffectMap
::ll::TypedStorage< 8, 8, ::std::unordered_map<::HashedString, ::std::string > const * > mActorSoundEffectMap
::ll::TypedStorage< 4, 4, float > mAnimTime
::ll::TypedStorage< 4, 4, float > mLastAnimTime
::ll::TypedStorage< 4, 4, float > mStartDelay
::ll::TypedStorage< 8, 48, ::HashedString const > mFriendlyName
::ll::TypedStorage< 8, 16, ::ExpressionNode const > mBlendExpression
::ll::TypedStorage< 1, 1, bool > mExpanded
::ll::TypedStorage< 1, 1, bool > mAnimationFinished

Member Function Documentation

◆ applyToPose()

virtual void ActorSkeletalAnimationPlayer::applyToPose ( ::RenderParams & renderParams,
::std::unordered_map<::SkeletalHierarchyIndex, ::std::vector<::BoneOrientation > > & destBoneOrientationMap,
float blendWeight )
virtual

Implements ActorAnimationPlayer.

◆ resetAnimation()

virtual void ActorSkeletalAnimationPlayer::resetAnimation ( )
virtual

Implements ActorAnimationPlayer.

◆ buildBoneToPartMapping()

virtual void ActorSkeletalAnimationPlayer::buildBoneToPartMapping ( ::AnimationComponent & animationComponent)
virtual

Reimplemented from ActorAnimationPlayer.

◆ bindParticleEffects()

virtual void ActorSkeletalAnimationPlayer::bindParticleEffects ( ::std::unordered_map<::HashedString, ::HashedString > const & actorParticleEffectMap)
virtual

Reimplemented from ActorAnimationPlayer.

◆ bindSoundEffects()

virtual void ActorSkeletalAnimationPlayer::bindSoundEffects ( ::std::unordered_map<::HashedString, ::std::string > const & actorSoundEffectMap)
virtual

Reimplemented from ActorAnimationPlayer.

◆ hasAnimationFinished()

virtual bool ActorSkeletalAnimationPlayer::hasAnimationFinished ( ) const
virtual

Implements ActorAnimationPlayer.

◆ findAnimation()

virtual ::std::shared_ptr<::ActorAnimationPlayer > ActorSkeletalAnimationPlayer::findAnimation ( ::HashedString const & )
virtual

Implements ActorAnimationPlayer.

◆ getAnimationType()

virtual::ActorAnimationType ActorSkeletalAnimationPlayer::getAnimationType ( ) const
virtual

Implements ActorAnimationPlayer.

◆ getRawName()

virtual::HashedString const & ActorSkeletalAnimationPlayer::getRawName ( ) const
virtual

Implements ActorAnimationPlayer.

◆ visit()

virtual void ActorSkeletalAnimationPlayer::visit ( ::AnimationVisitor && dispatcher)
virtual

Reimplemented from ActorAnimationPlayer.

◆ $vftable()

MCAPI void ** ActorSkeletalAnimationPlayer::$vftable ( )
static
Attention
This function is not yet publicly available. To request access: reference this function in your code and attempt to link. The linker will report the exact symbol name. Submit a access request at https://github.com/LiteLDev/mcapi-requests/issues/new including the full symbol name.

The documentation for this class was generated from the following file: