This class is the main access point for any character animation required for a program which uses CRYENGINE. More...
#include
Classes | |
struct | Statistics |
Contains statistics about CryCharManager. More... | |
Public Types | |
enum | EStreamingDBAPriority { eStreamingDBAPriority_Normal = 0, eStreamingDBAPriority_Urgent = 1 } |
Priority when requested to load a DBA. | |
Public Member Functions | |
virtual void | GetStatistics (Statistics &rStats) const =0 |
virtual void | GetMemoryUsage (ICrySizer *pSizer) const =0 |
virtual ICharacterInstance * | CreateInstance (const char *szFilename, uint32 nLoadingFlags=0)=0 |
virtual IDefaultSkeleton * | LoadModelSKEL (const char *szFilePath, uint32 nLoadingFlags)=0 |
virtual ISkin * | LoadModelSKIN (const char *szFilePath, uint32 nLoadingFlags)=0 |
virtual bool | LoadAndLockResources (const char *szFilePath, uint32 nLoadingFlags)=0 |
virtual void | StreamKeepCharacterResourcesResident (const char *szFilePath, int nLod, bool bKeep, bool bUrgent=false)=0 |
virtual bool | StreamHasCharacterResources (const char *szFilePath, int nLod)=0 |
virtual void | ClearResources (bool bForceCleanup)=0 |
virtual void | Update (bool bPaused)=0 |
virtual void | UpdateStreaming (int nFullUpdateRoundId, int nFastUpdateRoundId)=0 |
Update the character streaming. | |
virtual void | DummyUpdate ()=0 |
virtual void | Release ()=0 |
virtual void | GetLoadedModels (IDefaultSkeleton **pIDefaultSkeletons, uint32 &nCount) const =0 |
Retrieve all loaded models. | |
virtual void | ReloadAllModels ()=0 |
Reloads loaded model. | |
virtual void | ReloadAllCHRPARAMS ()=0 |
virtual void | PreloadLevelModels ()=0 |
virtual IFacialAnimation * | GetIFacialAnimation ()=0 |
Retrieve facial animation interface. | |
virtual const IFacialAnimation * | GetIFacialAnimation () const =0 |
virtual IAnimEvents * | GetIAnimEvents ()=0 |
virtual const IAnimEvents * | GetIAnimEvents () const =0 |
virtual void | SyncAllAnimations ()=0 |
virtual bool | DBA_PreLoad (const char *filepath, ICharacterManager::EStreamingDBAPriority priority)=0 |
virtual bool | DBA_LockStatus (const char *filepath, uint32 status, ICharacterManager::EStreamingDBAPriority priority)=0 |
virtual bool | DBA_Unload (const char *filepath)=0 |
virtual bool | DBA_Unload_All ()=0 |
virtual bool | CAF_AddRef (uint32 filePathCRC)=0 |
Adds a runtime reference to a CAF animation; if not loaded it starts streaming it. | |
virtual bool | CAF_IsLoaded (uint32 filePathCRC) const =0 |
virtual bool | CAF_Release (uint32 filePathCRC)=0 |
virtual bool | CAF_LoadSynchronously (uint32 filePathCRC)=0 |
virtual bool | LMG_LoadSynchronously (uint32 filePathCRC, const IAnimationSet *pAnimationSet)=0 |
virtual EReloadCAFResult | ReloadCAF (const char *szFilePathCAF)=0 |
virtual int | ReloadLMG (const char *szFilePathCAF)=0 |
virtual const char * | GetDBAFilePathByGlobalID (int32 globalID) const =0 |
virtual void | SetStreamingListener (IAnimationStreamingListener *pListener)=0 |
Set the listener which listens to events that happen during animation streaming. | |
virtual void | AddFrameTicks (uint64 nTicks)=0 |
Add nTicks to the number of Ticks spent this frame in animation functions. | |
virtual void | AddFrameSyncTicks (uint64 nTicks)=0 |
Add nTicks to the number of Ticks spent this frame in syncing animation jobs. | |
virtual void | ResetFrameTicks ()=0 |
Reset Ticks Counter. | |
virtual uint64 | NumFrameTicks () const =0 |
Get number of Ticks accumulated over this frame. | |
virtual uint64 | NumFrameSyncTicks () const =0 |
Get number of Ticks accumulated over this frame in sync functions. | |
virtual uint32 | NumCharacters () const =0 |
Get the number of character instances that were processed asynchronously. | |
virtual uint32 | GetNumInstancesPerModel (const IDefaultSkeleton &rIDefaultSkeleton) const =0 |
virtual ICharacterInstance * | GetICharInstanceFromModel (const IDefaultSkeleton &rIDefaultSkeleton, uint32 num) const =0 |
virtual void | SetAnimMemoryTracker (const SAnimMemoryTracker &amt)=0 |
virtual SAnimMemoryTracker | GetAnimMemoryTracker () const =0 |
virtual void | UpdateRendererFrame ()=0 |
virtual void | PostInit ()=0 |
virtual const IAttachmentMerger & | GetIAttachmentMerger () const =0 |
virtual void | ExtendDefaultSkeletonWithSkinAttachments (ICharacterInstance *pCharInstance, const char *szFilepathSKEL, const char **szSkinAttachments, const uint32 skinCount, const uint32 nLoadingFlags)=0 |
Extends the default skeleton of a character instance with skin attachments. | |
virtual void | GetMotionParameterDetails (SMotionParameterDetails &outDetails, EMotionParamID paramId) const =0 |
This class is the main access point for any character animation required for a program which uses CRYENGINE.
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pure virtual |
Cleans up all resources. Cleans up all resources. Currently deletes all bodies and characters even if there are references on them.
bForceCleanup | - When set to true will force all models to be deleted, even if references to them still left. |
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pure virtual |
Create a new instance of a model Create a new instance for a model. Load the model file along with any animation file that might be available.
szFilename | Filename of the model to be loaded |
nFlags | Set how the model will be kept in memory after being used. Uses flags defined with EModelPersistence. |
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pure virtual |
Useful to prevent log spam: "several updates per frame...". Increment the frame counter.
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pure virtual |
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pure virtual |
Track memory usage. Gather the memory currently used by the animation. The information returned is classified according to the flags set in the sizer argument.
pSizer | Sizer class which will store the memory usage. |
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pure virtual |
Get statistics on the Animation System. Will fill the Statistics parameters with statistic on the instance of the Animation System. It is not recommended to call this function often.
rStats | Structure which holds the statistics. |
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pure virtual |
Find and prefetch all resources for the required file character
szFilename | Filename of the character to be prefetched |
nFlags | Set how the model will be kept in memory after being used. Uses flags defined with EModelPersistence. |
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pure virtual |
Release the Animation System. Releases any resource allocated by the Animation System and shut it down properly.
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pure virtual |
Ensure that render meshes are resident, and if not, begin streaming them. Each call with bKeep == true must be paired with a call with bKeep == false when no longer needed
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pure virtual |
Use to synchronize all animation computations like forward kinematics, and calls all function which must occur after these like SkeletonPostProcess. Should be called only once per frame and as late as possible to prevent waiting for functions which run asynchronously.
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pure virtual |
Update the Animation System. It's important to call this function at every frame. This should perform very fast.