CS::Animation::iSkeleton Struct Reference
[Mesh plugins]
A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh. More...
#include <imesh/skeleton2.h>
Inheritance diagram for CS::Animation::iSkeleton:
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 csPtr< AnimatedMeshState > | GetStateAbsSpace ()=0 |
Get the state of the entire skeleton (ie all transforms) in absolute space. | |
virtual csPtr< AnimatedMeshState > | GetStateBindSpace ()=0 |
Get the state of the entire skeleton (ie all transforms) in bind space. | |
virtual csPtr< AnimatedMeshState > | GetStateBoneSpace ()=0 |
Get the state of the entire skeleton (ie all transforms) 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 | GetTransformBindSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
Get the transform of the bone in bind space. | |
virtual void | GetTransformBoneSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
Get the transform of the bone in bone space. | |
virtual void | SetTransformAbsSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
Set the transform of the bone in absolute space. | |
virtual void | SetTransformBindSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
Set the transform of the bone in bind space. | |
virtual void | SetTransformBoneSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
Set the transform of the bone in bone space. |
Detailed Description
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).
- See also:
- CS::Animation::iSkeletonFactory for more information on the absolute and bone coordinate spaces.
Definition at line 284 of file skeleton2.h.
The documentation for this struct was generated from the following file:
- imesh/skeleton2.h
Generated for Crystal Space 2.0 by doxygen 1.6.1