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API > API/Runtime > API/Runtime/Engine
| Name | FBaseCompactPose |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/BonePose.h |
| Include Path | #include "BonePose.h" |
Syntax
template<typename InAllocator>
struct FBaseCompactPose : public FBasePose< FCompactPoseBoneIndex, InAllocator >
Inheritance Hierarchy
- FBasePose → FBaseCompactPose
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBaseCompactPose() |
BonePose.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Allocator | InAllocator | BonePose.h | |
| BoneIndexType | FCompactPoseBoneIndex | BonePose.h | |
| RangedForBoneIndexBwd | FBasePose< FCompactPoseBoneIndex, Allocator >::template FRangedForReverseSupport< FBaseCompactPose, FCompactPoseBoneIndexReverseIterator > | BonePose.h | |
| RangedForBoneIndexFwd | FBasePose< FCompactPoseBoneIndex, Allocator >::template FRangedForSupport< FBaseCompactPose, FCompactPoseBoneIndexIterator > | Bone Index Iteration. | BonePose.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ContainsNaN() |
Returns true if any bone rotation contains NaN or Inf. | BonePose.h | |
void CopyAndAssignBoneContainer
(
FBoneContainer& NewBoneContainer |
BonePose.h | ||
void CopyBonesFrom
(
const TArray< FTransform, OtherAllocator >& SrcPoseBones |
BonePose.h | ||
void CopyBonesFrom
(
const FBaseCompactPose< OtherAllocator >& SrcPose |
Copy bone transform from SrcPose to this. | BonePose.h | |
void CopyBonesFrom
(
const FBaseCompactPose< Allocator >& SrcPose |
BonePose.h | ||
void CopyBonesTo
(
TArray< FTransform, OtherAllocator >& DestPoseBones |
BonePose.h | ||
void Empty() |
BonePose.h | ||
RangedForBoneIndexFwd ForEachBoneIndex() |
BonePose.h | ||
RangedForBoneIndexBwd ForEachBoneIndexReverse() |
BonePose.h | ||
| BonePose.h | |||
const FBoneContainer & GetBoneContainer () |
BonePose.h | ||
BoneIndexType GetParentBoneIndex
(
const BoneIndexType& BoneIndex |
Returns the bone index for the parent bone. | BonePose.h | |
const FTransform & GetRefPose
(
const BoneIndexType& BoneIndex |
Returns the ref pose for the supplied bone. | BonePose.h | |
void InitFrom
(
FBaseCompactPose&& SrcPose |
BonePose.h | ||
void InitFrom
(
const FBaseCompactPose& SrcPose |
BonePose.h | ||
bool IsNormalized() |
Returns true if all bone rotations are normalized | BonePose.h | |
bool IsValid() |
BonePose.h | ||
FCompactPoseBoneIndexIterator MakeBeginIter() |
BonePose.h | ||
FCompactPoseBoneIndexReverseIterator MakeBeginIterReverse() |
BonePose.h | ||
FCompactPoseBoneIndexIterator MakeEndIter() |
BonePose.h | ||
FCompactPoseBoneIndexReverseIterator MakeEndIterReverse() |
BonePose.h | ||
void MoveBonesFrom
(
FBaseCompactPose< Allocator >& SrcPose |
BonePose.h | ||
void MoveBonesFrom
(
TArray< FTransform, Allocator >&& InTransforms |
Moves transform data out of the supplied InTransforms. InTransform will be left empty. | BonePose.h | |
void MoveBonesTo
(
TArray< FTransform, Allocator >& InTransforms |
Moves transform data out of this to the supplied InTransforms. Bones will be left empty. | BonePose.h | |
void NormalizeRotations() |
Normalizes all rotations in this pose. | BonePose.h | |
void ResetToAdditiveIdentity() |
Sets every bone transform to Identity. | BonePose.h | |
void ResetToRefPose () |
Sets this pose to its ref pose. | BonePose.h | |
void ResetToRefPose
(
const FBoneContainer& RequiredBones |
Sets this pose to the supplied BoneContainers ref pose. | BonePose.h | |
void SetBoneContainer
(
const FBoneContainer* InBoneContainer |
BonePose.h |