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    Class SkeletonMask

    The skinned model skeleton bones boolean masking data.

    Inheritance
    Object
    ScriptingObject
    ManagedScriptingObject
    Asset
    BinaryAsset
    SkeletonMask
    Inherited Members
    Asset::_deleteFileOnUnload
    BinaryAsset::_dependantAssets
    ScriptingObject::_gcHandle
    BinaryAsset::_header
    ScriptingObject::_id
    BinaryAsset::_isSaving
    Asset::_isVirtual
    Asset::_loadingTask
    Asset::_loadState
    Asset::_refCount
    BinaryAsset::_storageRef
    ScriptingObject::_type
    BinaryAsset::AddDependency(BinaryAsset* asset)
    Asset::AddReference()
    Asset::Asset(const SpawnParams& params, const AssetInfo* info)
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    Asset::CancelStreaming()
    ScriptingObject::Cast(ScriptingObject* obj)
    Asset::ChangeID(const Guid& newId)
    BinaryAsset::ClearDependencies()
    Asset::const
    BinaryAsset::createLoadingTask()
    Asset::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    Asset::DECLARE_ENUM_7(LoadResult, Ok, Failed, MissingDataChunk, CannotLoadData, CannotLoadStorage, CannotLoadInitData, InvalidData)
    ScriptingObject::Deleted
    Asset::DeleteManaged()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    BinaryAsset::Dependencies
    Asset::DEPRECATED("Use GetReferences with assets and files parameter instead")
    Asset::DestroyManaged()
    SkeletonMask
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    BinaryAsset::GetChunk(int32 index)
    BinaryAsset::GetChunkData(int32 index, BytesContainer& data)
    BinaryAsset::GetChunkSize(int32 index)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    BinaryAsset::GetImportMetadata(String& path, String& username)
    BinaryAsset::GetImportPath()
    ScriptingObject::GetManagedInstance()
    BinaryAsset::GetMemoryUsage()
    BinaryAsset::GetOrCreateChunk(int32 index)
    ScriptingObject::GetOrCreateManagedInstance()
    BinaryAsset::GetPath()
    Asset::GetReferences(Array<Guid, HeapAllocation>& assets, Array<String, HeapAllocation>& files)
    Asset::GetReferences()
    Asset::GetReferencesCount()
    BinaryAsset::GetSerializedVersion()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Asset::GetTypeName()
    BinaryAsset::HasChunk(int32 index)
    BinaryAsset::HasChunkLoaded(int32 index)
    BinaryAsset::HasDependenciesModified()
    ScriptingObject::HasManagedInstance()
    BinaryAsset::init(AssetInitData& initData)
    BinaryAsset::Init(const FlaxStorageReference& storage, AssetHeader& header)
    BinaryAsset::Init(AssetInitData& initData)
    Asset::InitAsVirtual()
    BinaryAsset::InitVirtual(AssetInitData& initData)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Asset::IsInternalType()
    Asset::IsLoaded()
    ScriptingObject::IsRegistered()
    Asset::IsVirtual()
    Asset::LastLoadFailed()
    BinaryAsset::loadAsset()
    BinaryAsset::LoadChunk(int32 chunkIndex)
    BinaryAsset::LoadChunks(AssetChunksFlag chunks)
    SkeletonMask
    Asset::Locker
    ManagedScriptingObject::ManagedScriptingObject(const SpawnParams& params)
    BinaryAsset::Metadata
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Asset::OnCheckSave(const StringView& path=StringView::Empty)
    BinaryAsset::OnDeleteObject()
    BinaryAsset::OnDependencyModified(BinaryAsset* asset)
    Asset::onLoad(LoadAssetTask* task)
    Asset::onLoaded()
    Asset::OnLoaded
    Asset::onLoaded_MainThread()
    Asset::OnManagedInstanceDeleted()
    Asset::OnReloading
    BinaryAsset::onRename(const StringView& newPath)
    Asset::OnScriptingDispose()
    Asset::onUnload_MainThread()
    Asset::OnUnloaded
    ScriptingObject::RegisterObject()
    BinaryAsset::Reimport()
    BinaryAsset::ReleaseChunk(int32 index)
    BinaryAsset::ReleaseChunks()
    BinaryAsset::releaseStorage()
    Asset::Reload()
    Asset::RemoveReference()
    BinaryAsset::RequestChunkDataAsync(int32 index)
    BinaryAsset::SaveAsset(AssetInitData& data, bool silentMode=false)
    BinaryAsset::SaveAsset(const StringView& path, AssetInitData& data, bool silentMode=false)
    BinaryAsset::SaveToAsset(const StringView& path, AssetInitData& data, bool silentMode=false)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    BinaryAsset::SetChunk(int32 index, const Span<byte>& data)
    ManagedScriptingObject::SetManagedInstance(MObject* instance)
    Asset::ShouldDeleteFileOnUnload()
    SkeletonMask
    Asset::startLoading()
    BinaryAsset::Storage
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Asset::ToString()
    ScriptingObject::UnregisterObject()
    Asset::WaitForLoaded(double timeoutInMilliseconds=30000.0)
    BinaryAsset::~BinaryAsset()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Content/Assets/SkeletonMask.h
    Syntax
    public class SkeletonMask : public BinaryAsset

    Fields

    Skeleton

    The referenced skinned model skeleton that defines the masked nodes hierarchy.

    Declaration
    public AssetReference<SkinnedModel> Skeleton
    Field Value
    AssetReference<SkinnedModel>

    Methods

    getChunksToPreload()

    Gets packed chunks indices to preload before asset loading action

    Declaration
    protected virtual AssetChunksFlag getChunksToPreload() const override
    Returns
    AssetChunksFlag

    Chunks to load flags

    Overrides
    BinaryAsset::getChunksToPreload()

    GetMaskedNodes()

    Gets the per-skeleton node mask (by name).

    Declaration
    public Array<String> GetMaskedNodes() const
    Returns
    Array<String>

    The masked nodes names list.

    GetNodesMask()

    Gets the per-skeleton-node boolean mask (read-only).

    Declaration
    public BitArray GetNodesMask()
    Returns
    BitArray

    The constant reference to the skeleton nodes mask.

    GetReferences(Array<Guid>& assets, Array<String>& files)

    Declaration
    public void GetReferences(Array<Guid>& assets, Array<String>& files) const override
    Parameters
    Array<Guid> assets

    Array<String> files

    load()

    Load data from the chunks

    Declaration
    protected virtual LoadResult load() override
    Returns
    LoadResult

    Loading result

    Overrides
    BinaryAsset::load()

    Save(const StringView& path=StringView::Empty)

    Saves this asset to the file. Supported only in Editor.

    Declaration
    public virtual bool Save(const StringView& path=StringView::Empty) override
    Parameters
    StringView path

    The custom asset path to use for the saving. Use empty value to save this asset to its own storage location. Can be used to duplicate asset. Must be specified when saving virtual asset.

    Returns
    bool

    True when cannot save data, otherwise false.

    Overrides
    Asset::Save(const StringView& path=StringView::Empty)

    SetMaskedNodes(const Array<String>& value)

    Sets the per-skeleton node mask (by name).

    Declaration
    public void SetMaskedNodes(const Array<String>& value)
    Parameters
    Array<String> value

    The masked nodes names list.

    unload(bool isReloading)

    Unloads asset data

    Declaration
    protected virtual void unload(bool isReloading) override
    Parameters
    bool isReloading

    True if asset is reloading data, otherwise false.

    Overrides
    Asset::unload(bool isReloading)
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