FbxDeformationsEvaluator Class Reference
 
 
 
FbxDeformationsEvaluator Class Reference

#include <fbxdeformationsevaluator.h>


Class Description

Definition at line 30 of file fbxdeformationsevaluator.h.

List of all members.

Public Member Functions

bool  Init (const FbxNode *pNode, const FbxMesh *pMesh, int pAnimLayerId=0)
  Configure this object to process the given mesh.
bool  ComputeShapeDeformation (FbxVector4 *pVertexArray, const FbxTime &pTime)
  If this object is properly configured, evaluates the shape deformation of the mesh at the given time.
bool  ComputeSkinDeformation (FbxVector4 *pVertexArray, const FbxTime &pTime, FbxAMatrix *pGX=NULL, const FbxPose *pPose=NULL)
  If this object is properly configured, evaluates the skin deformation of the received mesh at the given time.

Member Function Documentation

bool Init ( const FbxNode pNode,
const FbxMesh pMesh,
int  pAnimLayerId = 0 
)

Configure this object to process the given mesh.

Parameters:
pNode Node object owner of the mesh.
pMesh Processed object.
pAnimLayerId Animation layer to be used during the evaluation.
Returns:
true If pMesh is connected to pNode, the specified animation layer can be retrieved and the internal data allocation succeeded.
Remarks:
The function will try to retrieve the animation layer connected to the Animation stack accessed from the current scene animation evaluator.
          FbxAnimStack* lStack = mNode->GetScene()->GetEvaluator()->GetContext();
bool ComputeShapeDeformation ( FbxVector4 pVertexArray,
const FbxTime pTime 
)

If this object is properly configured, evaluates the shape deformation of the mesh at the given time.

Parameters:
pVertexArray The result of the evaluation.
pTime Current time of the evaluation.
Returns:
true if the function completed successfully and false in case of errors.
Remarks:
pVertexArray must be allocated and be of size: mMesh->GetControlPointCount().
bool ComputeSkinDeformation ( FbxVector4 pVertexArray,
const FbxTime pTime,
FbxAMatrix pGX = NULL,
const FbxPose pPose = NULL 
)

If this object is properly configured, evaluates the skin deformation of the received mesh at the given time.

Parameters:
pVertexArray The result of the evaluation.
pTime Current time of the evaluation.
pGX Local to World matrix to express the returned vertices in World space.
pPose If defined, use the pose to evaluate the current transform.
Returns:
true if the function completed successfully and false in case of errors.
Remarks:
pVertexArray must be allocated and be of size: mMesh->GetControlPointCount().

The documentation for this class was generated from the following file: