Plasma Engine
2.0
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MotionMatchingComponent.h
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//#pragma once
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//
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//#include <GameEngine/GameEngineDLL.h>
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//#include <RendererCore/AnimationSystem/AnimationGraph/AnimationClipSampler.h>
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//#include <RendererCore/AnimationSystem/AnimationPose.h>
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//#include <RendererCore/Meshes/SkinnedMeshComponent.h>
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//
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//using plAnimationClipResourceHandle = plTypedResourceHandle<class plAnimationClipResource>;
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//using plSkeletonResourceHandle = plTypedResourceHandle<class plSkeletonResource>;
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//
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//using plMotionMatchingComponentManager = plComponentManagerSimple<class plMotionMatchingComponent, plComponentUpdateType::WhenSimulating> ;
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//
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//class PL_GAMEENGINE_DLL plMotionMatchingComponent : public plSkinnedMeshComponent
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//{
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// PL_DECLARE_COMPONENT_TYPE(plMotionMatchingComponent, plSkinnedMeshComponent, plMotionMatchingComponentManager);
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//
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// //////////////////////////////////////////////////////////////////////////
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// // plComponent
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//
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//public:
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// virtual void SerializeComponent(plWorldWriter& stream) const override;
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// virtual void DeserializeComponent(plWorldReader& stream) override;
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//
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//protected:
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// virtual void OnSimulationStarted() override;
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//
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//
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// //////////////////////////////////////////////////////////////////////////
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// // plMotionMatchingComponent
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//
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//public:
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// plMotionMatchingComponent();
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// ~plMotionMatchingComponent();
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//
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// void SetAnimation(plUInt32 uiIndex, const plAnimationClipResourceHandle& hResource);
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// plAnimationClipResourceHandle GetAnimation(plUInt32 uiIndex) const;
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//
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//protected:
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// void Update();
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//
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// plUInt32 Animations_GetCount() const; // [ property ]
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// const char* Animations_GetValue(plUInt32 uiIndex) const; // [ property ]
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// void Animations_SetValue(plUInt32 uiIndex, const char* value); // [ property ]
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// void Animations_Insert(plUInt32 uiIndex, const char* value); // [ property ]
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// void Animations_Remove(plUInt32 uiIndex); // [ property ]
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//
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// void ConfigureInput();
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// plVec3 GetInputDirection() const;
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// plQuat GetInputRotation() const;
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//
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// plAnimationPose m_AnimationPose;
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// plSkeletonResourceHandle m_hSkeleton;
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//
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// plDynamicArray<plAnimationClipResourceHandle> m_Animations;
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//
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// plVec3 m_vLeftFootPos;
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// plVec3 m_vRightFootPos;
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//
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// struct MotionData
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// {
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// plUInt16 m_uiAnimClipIndex;
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// plUInt16 m_uiKeyframeIndex;
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// plVec3 m_vLeftFootPosition;
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// plVec3 m_vLeftFootVelocity;
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// plVec3 m_vRightFootPosition;
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// plVec3 m_vRightFootVelocity;
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// plVec3 m_vRootVelocity;
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// };
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//
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// struct TargetKeyframe
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// {
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// plUInt16 m_uiAnimClip;
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// plUInt16 m_uiKeyframe;
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// };
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//
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// TargetKeyframe m_Keyframe0;
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// TargetKeyframe m_Keyframe1;
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// float m_fKeyframeLerp = 0.0f;
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//
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// TargetKeyframe FindNextKeyframe(const TargetKeyframe& current, const plVec3& vTargetDir) const;
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//
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// plDynamicArray<MotionData> m_MotionData;
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//
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// static void PrecomputeMotion(plDynamicArray<MotionData>& motionData, plTempHashedString jointName1, plTempHashedString jointName2,
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// const plAnimationClipResourceDescriptor& animClip, plUInt16 uiAnimClipIndex, const plSkeleton& skeleton);
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//
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// plUInt32 FindBestKeyframe(const TargetKeyframe& current, plVec3 vLeftFootPosition, plVec3 vRightFootPosition, plVec3 vTargetDir) const;
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//};
Code
Engine
GameEngine
Animation
Skeletal
MotionMatchingComponent.h
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