IAnimationGraphSystem

C++
struct IAnimationGraphSystem {
};
File

IAnimationGraphSystem.h

IAnimationGraphSystem::~IAnimationGraphSystem Destructor
C++
IAnimationGraphSystem::CreateCategoryIterator Method
C++
virtual IAnimationGraphCategoryIteratorPtr CreateCategoryIterator() = 0;
IAnimationGraphSystem::CreateStateFactoryIterator Method
C++
virtual IAnimationGraphStateFactoryIteratorPtr CreateStateFactoryIterator() = 0;
IAnimationGraphSystem::CreateStateIterator Method
C++
virtual IAnimationGraphStateIteratorPtr CreateStateIterator(EntityId id) = 0;
IAnimationGraphSystem::ExportXMLToBinary Method
C++
virtual void ExportXMLToBinary(const char * filename, XmlNodeRef animGraph) = 0;
IAnimationGraphSystem::FindDeadInputValues Method
C++
virtual void FindDeadInputValues(IAnimationGraphDeadInputReportCallback * pCallback, XmlNodeRef animGraph) = 0;
IAnimationGraphSystem::GetAGQueryInputsObject Method
C++
virtual IAnimationGraphQueryInputsPtr GetAGQueryInputsObject() const = 0;
IAnimationGraphSystem::IsAnimationGraphLoaded Method
C++
virtual bool IsAnimationGraphLoaded(const char * name) = 0;
IAnimationGraphSystem::LoadAnimationGraph Method
C++
virtual bool LoadAnimationGraph(const char * name, const char * filename, XmlNodeRef animGraph, bool loadBinary = false) = 0;
Description

We allow a separate name and filename so the animgraph can be loaded without overriding any graphs currently being used in the engine

IAnimationGraphSystem::QueryAnimationGraph Method
C++
virtual IAnimationGraphQueryResultsPtr QueryAnimationGraph(const char * name, const IAnimationGraphQueryInputs * inputs) = 0;
IAnimationGraphSystem::RetrieveInputs Method
C++
virtual IAnimationGraphInputsPtr RetrieveInputs(EntityId id) = 0;
IAnimationGraphSystem::SetAnimationGraphActivation Method
C++
virtual void SetAnimationGraphActivation(EntityId id, bool bActivation) = 0;
IAnimationGraphSystem::TrialAnimationGraph Method
C++
virtual bool TrialAnimationGraph(const char * name, XmlNodeRef animGraph, bool loadBinary = false) = 0;