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Public API Reference |
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A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh. More...
#include <imesh/skeleton2.h>
Public Member Functions | |
virtual CS::Mesh::iAnimatedMesh * | GetAnimatedMesh ()=0 |
Get the animated mesh associated with this skeleton. | |
virtual iSkeletonAnimPacket * | GetAnimationPacket () const =0 |
Get the animation packet associated with this skeleton. | |
virtual iSkeletonFactory * | GetFactory () const =0 |
Get the factory used to create this skeleton instance. | |
virtual iSceneNode * | GetSceneNode ()=0 |
Get the scene node associated with this skeleton. | |
virtual unsigned int | GetSkeletonStateVersion () const =0 |
Get the skeleton update version number. | |
virtual void | RecreateSkeleton ()=0 |
Recreate the structure of the skeleton from the definition of the factory. | |
virtual void | ResetSkeletonState ()=0 |
Reset the transform of all the bones of the skeleton to the ones of the skeleton factory. | |
virtual void | SetAnimatedMesh (CS::Mesh::iAnimatedMesh *animesh)=0 |
Set the animated mesh associated with this skeleton. | |
virtual void | SetAnimationPacket (iSkeletonAnimPacket *packet)=0 |
Set the animation packet associated with this skeleton. | |
virtual void | UpdateSkeleton (float dt)=0 |
Update the state skeleton. | |
Bone handling | |
virtual void | GetTransformBoneSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
Get the transform of the bone in bone space. | |
virtual void | SetTransformBoneSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
Set the transform of the bone in bone space. | |
virtual void | GetTransformAbsSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
Get the transform of the bone in absolute space. | |
virtual void | SetTransformAbsSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
Set the transform of the bone in absolute space. | |
virtual void | GetTransformBindSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
Get the transform of the bone in bind space. | |
virtual void | SetTransformBindSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
Set the transform of the bone in bind space. | |
virtual csPtr< AnimatedMeshState > | GetStateAbsSpace ()=0 |
Get the state of the entire skeleton (ie all transforms) in absolute space. | |
virtual csPtr< AnimatedMeshState > | GetStateBoneSpace ()=0 |
Get the state of the entire skeleton (ie all transforms) in bone space. | |
virtual csPtr< AnimatedMeshState > | GetStateBindSpace ()=0 |
Get the state of the entire skeleton (ie all transforms) in bind space. |
A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh.
It is therefore a specific copy of a skeleton, with the base pose and topology defined by the factory, but with the current state defined internally.
The skeleton level introduces a third coordinate space, in addition to the absolute and bone spaces defined for the CS::Animation::iSkeletonFactory. This new coordinate space is the bind space, and is defined by the relative position compared to the default orientation (ie the bone space).
Definition at line 284 of file skeleton2.h.