3#include <GameEngine/GameEngineDLL.h>
5#include <Core/World/Component.h>
6#include <Core/World/ComponentManager.h>
7#include <GameEngine/Animation/Skeletal/AnimatedMeshComponent.h>
8#include <RendererCore/AnimationSystem/AnimGraph/AnimController.h>
9#include <RendererCore/AnimationSystem/AnimGraph/AnimGraph.h>
45 void SetAnimGraphFile(
const char* szFile);
46 const char* GetAnimGraphFile()
const;
Definition AnimController.h:52
Definition AnimPoseGenerator.h:194
Evaluates an plAnimGraphResource and provides the result through the plMsgAnimationPoseUpdated.
Definition AnimationControllerComponent.h:24
plEnum< plAnimationInvisibleUpdateRate > m_InvisibleUpdateRate
How often to update the animation while the animated mesh is invisible.
Definition AnimationControllerComponent.h:49
Base class of all component types.
Definition Component.h:25
virtual void SerializeComponent(plWorldWriter &inout_stream) const
Override this to save the current state of the component to the given stream.
Definition Component.cpp:54
virtual void OnSimulationStarted()
This method is called once for active components, at the start of the next world update,...
Definition Component.cpp:144
virtual void DeserializeComponent(plWorldReader &inout_stream)
Override this to load the current state of the component from the given stream.
Definition Component.cpp:58
Simple component manager implementation that calls an update method on all components every frame.
Definition ComponentManager.h:142
Reads a world description from a stream. Allows to instantiate that world multiple times in different...
Definition WorldReader.h:47
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
A custom enum implementation that allows to define the underlying storage type to control its memory ...
Definition Enum.h:37
The time class encapsulates a double value storing the time in seconds.
Definition Time.h:12
PL_ALWAYS_INLINE static constexpr plTime MakeZero()
Creates an instance of plTime that was initialized with zero.
Definition Time.h:42