Plasma Engine  2.0
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plAnimGraphNode Class Referenceabstract

Base class for all nodes in an plAnimGraphInstance. More...

#include <AnimGraphNode.h>

Inheritance diagram for plAnimGraphNode:

Public Member Functions

const char * GetCustomNodeTitle () const
 
void SetCustomNodeTitle (const char *szSz)
 
- Public Member Functions inherited from plReflectedClass
virtual const plRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const plRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
PL_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Protected Member Functions

virtual plResult SerializeNode (plStreamWriter &stream) const =0
 
virtual plResult DeserializeNode (plStreamReader &stream)=0
 
virtual void Step (plAnimController &ref_controller, plAnimGraphInstance &ref_graph, plTime tDiff, const plSkeletonResource *pSkeleton, plGameObject *pTarget) const =0
 
virtual bool GetInstanceDataDesc (plInstanceDataDesc &out_desc) const
 

Protected Attributes

plHashedString m_sCustomNodeTitle
 
plUInt32 m_uiInstanceDataOffset = plInvalidIndex
 

Friends

class plAnimGraphInstance
 
class plAnimGraph
 
class plAnimGraphResource
 

Additional Inherited Members

- Static Public Member Functions inherited from plNoBase
static const plRTTIGetStaticRTTI ()
 

Detailed Description

Base class for all nodes in an plAnimGraphInstance.

These nodes are used to configure which skeletal animations can be played on an object, and how they would be played back exactly. The nodes implement different functionality. For example logic nodes are used to figure out how to play an animation, other nodes then sample and combining animation poses, and yet other nodes can inform the user about events or they write state back to the animation graph's blackboard.


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