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A hierarchy of transforms (bones) that tracks the state of transforms within the hierarchy, to do partial updates.
| Name | FBoneHierarchy |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/BoneHierarchy.h |
| Include Path | #include "BoneHierarchy.h" |
Syntax
class FBoneHierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoneHierarchy
(
FBoneHierarchy&& Other |
BoneHierarchy.h | ||
FBoneHierarchy
(
const FBoneHierarchy& |
BoneHierarchy.h | ||
| BoneHierarchy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
TUniquePtr< FAnalyticImplicitGroup >&& AnalyticShapeGroupIn |
Add a structure to the hierarchy. | BoneHierarchy.h | |
const FAnalyticImplicitGroup * GetAnalyticShapeGroup
(
const int32 BoneIndex |
BoneHierarchy.h | ||
FAnalyticImplicitGroup * GetAnalyticShapeGroup
(
const int32 BoneIndex |
BoneHierarchy.h | ||
| BoneHierarchy.h | |||
const TArray< TUniquePtr< FAnalyticImplicitGroup > > & GetAnalyticShapeGroups () |
BoneHierarchy.h | ||
const FTransform * GetAnimWorldSpaceTransformsForBone
(
const int32 BoneIndex |
Get all world space transforms associated with `BoneIndex_. | BoneHierarchy.h | |
const TArray< int32 > & GetBoneIndices() |
BoneHierarchy.h | ||
const FTransform * GetPrevAnimWorldSpaceTransformForBone
(
const int32 BoneIndex |
BoneHierarchy.h | ||
int32 GetSocketIndexForBone
(
const uint32 BoneIndex |
BoneHierarchy.h | ||
int32 GetTransformIndex
(
const int32 BoneIndex |
BoneHierarchy.h | ||
bool HasBoneIndex
(
const uint32 BoneIndex |
BoneHierarchy.h | ||
void InitPostAdd() |
Build the hierarchy. Must be done after adding structures, and before updating or sampling. | BoneHierarchy.h | |
void InitPreAdd
(
const int32 NumBones |
Initialization. | BoneHierarchy.h | |
bool PrepareAnimWorldSpaceTransforms() |
Update all world space transforms for sampling. | BoneHierarchy.h | |
void PrepareForUpdate() |
BoneHierarchy.h | ||
void SetActorWorldSpaceTransform
(
const FTransform& InActorLocalToWorld |
Update the local-to-world transform of the actor the bones this hierarchy represents belongs to. | BoneHierarchy.h | |
void SetAnimLocalSpaceTransform
(
const int32 BoneIndex, |
Updates the local/bone space transform of a bone. | BoneHierarchy.h | |
void SetSocketIndexForBone
(
const uint32 BoneIndex, |
BoneHierarchy.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetAnimLocalDirty
(
const int32 TransformIndex |
BoneHierarchy.h | ||
void GetDirtyAnimIndices
(
TArray< int32 >& TargetIndices |
BoneHierarchy.h | ||
void GetDirtyIndices
(
TArray< int32 >& TargetIndices, |
Get a list of all transform indices that are dirty. | BoneHierarchy.h | |
void InitHierarchy () |
Update each implicit group with parent and child information, and find root nodes. | BoneHierarchy.h | |
void PropagateAnimDirtyFlags() |
Propagate bone space dirty flags from parents to sub structures and children. | BoneHierarchy.h | |
void SetAnimLocalClean
(
const int32 TransformIndex |
BoneHierarchy.h | ||
void SetAnimLocalDirty
(
const int32 TransformIndex |
BoneHierarchy.h | ||
bool UpdateAnimWorldSpaceTransforms
(
const TArray< int32 >& TargetIndices |
Update the component space transforms of the specified indices. | BoneHierarchy.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoneHierarchy & operator=
(
FBoneHierarchy&& Other |
BoneHierarchy.h | ||
FBoneHierarchy & operator=
(
const FBoneHierarchy& |
BoneHierarchy.h |