struct IAnimationGraphSystem { };
IAnimationGraphSystem.h
virtual ~IAnimationGraphSystem();
virtual IAnimationGraphCategoryIteratorPtr CreateCategoryIterator() = 0;
virtual IAnimationGraphStateFactoryIteratorPtr CreateStateFactoryIterator() = 0;
virtual IAnimationGraphStateIteratorPtr CreateStateIterator(EntityId id) = 0;
virtual void ExportXMLToBinary(const char * filename, XmlNodeRef animGraph) = 0;
virtual void FindDeadInputValues(IAnimationGraphDeadInputReportCallback * pCallback, XmlNodeRef animGraph) = 0;
virtual IAnimationGraphQueryInputsPtr GetAGQueryInputsObject() const = 0;
virtual bool IsAnimationGraphLoaded(const char * name) = 0;
virtual bool LoadAnimationGraph(const char * name, const char * filename, XmlNodeRef animGraph, bool loadBinary = false) = 0;
We allow a separate name and filename so the animgraph can be loaded without overriding any graphs currently being used in the engine
virtual IAnimationGraphQueryResultsPtr QueryAnimationGraph(const char * name, const IAnimationGraphQueryInputs * inputs) = 0;
virtual IAnimationGraphInputsPtr RetrieveInputs(EntityId id) = 0;
virtual void SetAnimationGraphActivation(EntityId id, bool bActivation) = 0;
virtual bool TrialAnimationGraph(const char * name, XmlNodeRef animGraph, bool loadBinary = false) = 0;