3#include <Core/World/ComponentManager.h>
4#include <Foundation/Containers/ArrayMap.h>
5#include <Foundation/Types/RangeView.h>
6#include <RendererCore/AnimationSystem/EditableSkeleton.h>
7#include <RendererCore/AnimationSystem/SkeletonResource.h>
35 using StorageType = plUInt8;
78 void SetSkeletonFile(
const char* szFile);
79 const char* GetSkeletonFile()
const;
90 void SetBone(
const char* szKey,
const plVariant& value);
91 void RemoveBone(
const char* szKey);
92 bool GetBone(
const char* szKey,
plVariant& out_value)
const;
100 void SendCustomPose();
103 plUInt8 m_uiResendPose = 0;
See plArrayMapBase for details.
Definition ArrayMap.h:149
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
virtual void OnActivated()
This method is called when the component gets activated.
Definition Component.cpp:140
Definition ComponentManager.h:88
Provides a simple mechanism for mutual exclusion to prevent multiple threads from accessing a shared ...
Definition Mutex.h:13
This class uses delegates to define a range of values that can be enumerated using a forward iterator...
Definition RangeView.h:24
Used in conjunction with an plAnimatedMeshComponent to set a specific pose for the animated mesh.
Definition SkeletonPoseComponent.h:56
Definition SkeletonPoseComponent.h:10
virtual void Initialize() override
This method is called after the constructor. A derived type can override this method to do initializa...
Definition SkeletonPoseComponent.cpp:368
plVariant is a class that can store different types of variables, which is useful in situations where...
Definition Variant.h:44
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22
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 handle to a component.
Definition Declarations.h:138
A custom enum implementation that allows to define the underlying storage type to control its memory ...
Definition Enum.h:37
Which pose to apply to an animated mesh.
Definition SkeletonPoseComponent.h:34
Enum
Definition SkeletonPoseComponent.h:38
@ CustomPose
Set a custom pose on the mesh.
Definition SkeletonPoseComponent.h:39
@ Disabled
Don't set any pose.
Definition SkeletonPoseComponent.h:41
@ RestPose
Set the rest pose (bind pose) on the mesh.
Definition SkeletonPoseComponent.h:40
Definition WorldModule.h:33