Gorilla.HAnim.Humanoid
Unit Gorilla.HAnim.Humanoid.pasClasses
- TGorillaHAnimHumanoid = class ( TGorillaTransform )
Constants
- const HUMANOID_COLORS : array[0..9] of TAlphaColor = ;
TGorillaHAnimHumanoid
The basic instance for skin- or skeleton animation nodes A humanoid instance belongs to a specific shape / mesh. The represented hierarchy is defined by the skeleton node and its children.
Ancestors
Members
Fields
- protected FSkeleton :
TGorillaTransform
- protected FMeshes :
TGorillaMeshList
- protected FJointMap :
TDictionary<Gorilla.DefTypes.TJointDef,Gorilla.HAnim.Joint.TGorillaHAnimJoint>
- protected FJointArr :
TArray<Gorilla.HAnim.Joint.TGorillaHAnimJoint>
- public HumanoidIndex :
Integer
Methods
- public constructor Create ( AOwner : TComponent ) ;
- public destructor Destroy ( ) ;
- protected procedure Render ( ) ; override;
- protected procedure doOnVertexJointsListValueNotify ( ASender : TObject; const AItem : TVertexJoints; AAction : TCollectionNotification ) ;
- protected procedure DebugOut ( ) ;
- public procedure LinkJoint ( const ADef : TJointDef; const AJoint : TGorillaHAnimJoint ) ;
- public function FindJoint ( const ADef : TJointDef ) : TGorillaHAnimJoint ;
- public procedure CalculateInverseBindTransformMatrix ( const ACtrl : TControllerDef ) ;
- public procedure LoadFromDefinition ( const ADef : THumanoidDef ) ; virtual;
- public procedure PrepareSkinAnimation ( ) ; virtual;
- public procedure PrepareSkinAnimationStep ( ) ; virtual;
- public procedure AnimateSkin
(
const
AMeshBuffers :
TDictionary<Gorilla.DefTypes.TMeshDef,FMX.Types3D.TVertexBuffer>
=
nil
)
;
This method is automatically called by the render method. It will apply the current joint transformation to the shape.
Parameters
- const AMeshBuffers : TDictionary<Gorilla.DefTypes.TMeshDef,FMX.Types3D.TVertexBuffer> = nil - This parameter is used by the caching mechanism. Supply a specific number of vertex buffers equal to the number of sub meshes in a model.