3#include <Core/World/ComponentManager.h>
4#include <GameEngine/GameEngineDLL.h>
5#include <RendererCore/AnimationSystem/AnimationPose.h>
37 void SetJointName(
const char* szName);
38 const char* GetJointName()
const;
41 bool m_bOverridePosition =
false;
44 bool m_bOverrideRotation =
true;
47 bool m_bOverrideScale =
false;
53 mutable plUInt16 m_uiJointIndex = plInvalidJointIndex;
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 DeserializeComponent(plWorldReader &inout_stream)
Override this to load the current state of the component from the given stream.
Definition Component.cpp:58
Definition ComponentManager.h:88
This class is optimized to take nearly no memory (sizeof(void*)) and to allow very fast checks whethe...
Definition HashedString.h:25
Overrides the local transform of a bone in a skeletal animation.
Definition JointOverrideComponent.h:19
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
Used by components that skin a mesh to inform children whenever a new pose is being prepared.
Definition Declarations.h:46