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Plasma Engine
2.0
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Base class for all nodes in an plAnimGraphInstance. More...
#include <AnimGraphNode.h>
Public Member Functions | |
const char * | GetCustomNodeTitle () const |
void | SetCustomNodeTitle (const char *szSz) |
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virtual const plRTTI * | GetDynamicRTTI () 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 | |
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static const plRTTI * | GetStaticRTTI () |
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.