#include <Animation.hpp>
◆ FAnimationRuntime()
◆ BuildGraph()
◆ GetPlaybacks() [1/2]
◆ GetPlaybacks() [2/2]
◆ GetSkeletonClips()
| Span< const uint32_t > FAnimationRuntime::GetSkeletonClips |
( |
uint32_t |
skeletonIndex | ) |
const |
◆ HasSkinning()
| bool FAnimationRuntime::HasSkinning |
( |
| ) |
const |
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inline |
◆ Initialize()
◆ RemoveInstance()
| void FAnimationRuntime::RemoveInstance |
( |
uint32_t |
instanceIndex, |
|
|
FSceneGPUResources & |
resources |
|
) |
| |
◆ Reset()
◆ Tick()
| bool FAnimationRuntime::Tick |
( |
float |
dt, |
|
|
uint64_t |
frame |
|
) |
| |
◆ kPaletteFrames
| constexpr uint32_t FAnimationRuntime::kPaletteFrames = 4u |
|
staticconstexprprivate |
◆ mAllocator
◆ mDevice
| RHIDevice* FAnimationRuntime::mDevice {nullptr} |
|
private |
◆ mDispatches
◆ mForceUpdate
| bool FAnimationRuntime::mForceUpdate {false} |
|
private |
◆ mGPU
| GPUScene* FAnimationRuntime::mGPU {nullptr} |
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private |
◆ mInputBuffer
◆ mInputSize
| uint32_t FAnimationRuntime::mInputSize {0} |
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private |
◆ mInputStagingBuffer
◆ mInputUploadPending
| bool FAnimationRuntime::mInputUploadPending {false} |
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private |
◆ mMeshes
◆ mOutputs
◆ mPaletteBuffer
◆ mPaletteFrameMatrices
| uint32_t FAnimationRuntime::mPaletteFrameMatrices {0} |
|
private |
◆ mPaletteMapped
| mat4* FAnimationRuntime::mPaletteMapped {nullptr} |
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private |
◆ mPaletteSkeletonOffsets
| Vector<uint32_t> FAnimationRuntime::mPaletteSkeletonOffsets |
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private |
◆ mPlaybacks
◆ mPoses
◆ mScene
◆ mSkeletonClips
The documentation for this class was generated from the following files: