CrystalSpace

Public API Reference

CS::Animation Namespace Reference

Animation-related types. More...

Classes

class  AnimatedMeshState
 Holds the state of an animesh skeleton for a frame, ie the position and rotation of each bone of the skeleton. More...
class  AnimNodeManagerCommon
 Template class for animation node plugin managers. More...
struct  BoneMapping
 This class holds the mapping between the bones of a source and a target skeleton. More...
class  BVHMocapParser
 Tool for parsing BVH (BioVision Hierarchical data) motion capture resource files. More...
struct  iBodyBone
 A body bone holds the physical description of the bone of an CS::Mesh::iAnimatedMesh. More...
struct  iBodyBoneCollider
 These are the properties of the collider associated to a bone. More...
struct  iBodyBoneJoint
 These are the properties of the joint associated to a bone. More...
struct  iBodyBoneProperties
 These are the main properties of a bone's rigid body. More...
struct  iBodyChain
 A body chain is a subtree of the skeleton of an CS::Mesh::iAnimatedMesh. More...
struct  iBodyChainIterator
 This iterator is returned by iBodySkeleton->GetBodyChains(). More...
struct  iBodyChainNode
 A node in a body chain tree. More...
struct  iBodyManager
 A class to manage the creation and deletion of bodies' skeletons. More...
struct  iBodySkeleton
 This class holds the physical description of the skeleton of an CS::Mesh::iAnimatedMesh. More...
struct  iBoneIDIterator
 This iterator is returned by iBodySkeleton->GetBodyBones(). More...
struct  iFurAnimatedMeshControl
 Animation controller for animated mesh. More...
struct  iFurAnimationControl
 Simple Animation Controller. More...
struct  iFurPhysicsControl
 Controller that updates the iFurMesh's geometry. More...
struct  iSkeleton
 A skeleton instance defines the state of a CS::Mesh::iAnimatedMesh. More...
struct  iSkeletonAnimation
 Data structure for raw skeletal animations. More...
struct  iSkeletonAnimationNode
 Raw animation node. More...
struct  iSkeletonAnimationNodeFactory
 Factory for raw animation nodes. More...
struct  iSkeletonAnimCallback
 A callback to be implemented if you want to be notified when the state of an animation or animation tree is changed. More...
struct  iSkeletonAnimNode
 Base type for the animation nodes in the hierarchical blending tree of the skeletal animation system. More...
struct  iSkeletonAnimNodeFactory
 Base type for nodes in the hierarchical blending tree factory of the skeletal animation system. More...
struct  iSkeletonAnimNodeManager
 Template for an animation node manager. More...
struct  iSkeletonAnimPacket
 An animation packet instance. More...
struct  iSkeletonAnimPacketFactory
 Defines a factory for a skeletal animation packet (iSkeletonAnimPacket). More...
struct  iSkeletonBlendNode
 An animation node that blends together the sub-nodes based on their weights. More...
struct  iSkeletonBlendNodeFactory
 Factory for blend nodes, ie nodes which blend together any number of sub-nodes. More...
struct  iSkeletonBoneModel
 A bone model holds the physical description of the bone of an CS::Mesh::iAnimatedMesh. More...
struct  iSkeletonBoneModelIterator
 This iterator is returned by iSkeletonModel::GetBoneModels (). More...
struct  iSkeletonChain
 A skeleton chain is a subtree of the skeleton of an CS::Mesh::iAnimatedMesh. More...
struct  iSkeletonChainIterator
 This iterator is returned by iSkeletonModel::GetSkeletonChains (). More...
struct  iSkeletonChainNode
 A node in a skeleton chain tree. More...
struct  iSkeletonDebugNode
 An animation node that let visualize the dynamics of any animation node. More...
struct  iSkeletonDebugNodeFactory
 Factory for the 'debug' animation node (see CS::Animation::iSkeletonDebugNode). More...
struct  iSkeletonDebugNodeManager
 A class to manage the creation and deletion of debug animation node factories. More...
struct  iSkeletonFactory
 A skeleton factory is an object defining the base pose and topology from which CS::Animation::iSkeleton instances can be created. More...
struct  iSkeletonFSMNode
 An animation node that uses a Finite State Machine (FSM) to determine the animation to be played. More...
struct  iSkeletonFSMNodeFactory
 Factory for Finite State Machine (FSM) animation nodes. More...
struct  iSkeletonIKCCDNode
 An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More...
struct  iSkeletonIKCCDNodeFactory
 An implementation of the CS::Animation::iSkeletonIKNodeFactory based on a quaternion version of the Cyclic Coordinate Descent algorithm. More...
struct  iSkeletonIKNode
 An animation node that generates an animation for a sub-part of the skeleton (a CS::Animation::iBodyChain) by specifying some geometrical constraints on the effectors placed on the skeleton. More...
struct  iSkeletonIKNodeFactory
 Factory for the Inverse Kinematics animation node. More...
struct  iSkeletonIKNodeManager
 A class to manage the creation and deletion of Inverse Kinematics animation node factories. More...
struct  iSkeletonIKPhysicalNode
 An implementation of the CS::Animation::iSkeletonIKNode based on physical simulation. More...
struct  iSkeletonIKPhysicalNodeFactory
 An implementation of the CS::Animation::iSkeletonIKNodeFactory based on physical simulation. More...
struct  iSkeletonLookAtListener
 A listener to be implemented if you want to be notified when the target has been reached or lost. More...
struct  iSkeletonLookAtNode
 An animation node that controls a bone of an animesh in order to make it look at a target. More...
struct  iSkeletonLookAtNodeFactory
 Factory for the 'LookAt' animation node. More...
struct  iSkeletonLookAtNodeManager
 A class to manage the creation and deletion of 'LookAt' animation node factories. More...
struct  iSkeletonManager
 Skeletal system base object, representing the entire skeletal and skeletal animation system. More...
struct  iSkeletonModel
 This class holds the physical description of the skeleton of an CS::Mesh::iAnimatedMesh. More...
struct  iSkeletonModelManager
 A class to manage the creation and deletion of skeleton models. More...
struct  iSkeletonNoiseNode
 An animation node that controls the animation of the bones through pseudo-random noise functions from CS::Math::Noise. More...
struct  iSkeletonNoiseNodeFactory
 Factory for the 'noise' animation node (see CS::Animation::iSkeletonNoiseNode). More...
struct  iSkeletonNoiseNodeManager
 A class to manage the creation and deletion of noise animation node factories. More...
struct  iSkeletonPriorityNode
 An animation node that blends together the sub-nodes based on their priority. More...
struct  iSkeletonPriorityNodeFactory
 Factory for priority blend nodes, ie nodes blending sub-nodes on the base of their current priority. More...
struct  iSkeletonRagdollNode
 An animation node that interacts with the dynamic simulation in order to control the animation of the animated mesh, and/or in order to make the mesh collide with the rigid bodies of the simulation. More...
struct  iSkeletonRagdollNode2
 An animation node that interacts with the dynamic simulation in order to control the animation of the animated mesh, and/or in order to make the mesh collide with the rigid bodies of the simulation. More...
struct  iSkeletonRagdollNodeFactory
 Factory for the ragdoll animation node. More...
struct  iSkeletonRagdollNodeFactory2
 Factory for the ragdoll animation node. More...
struct  iSkeletonRagdollNodeManager
 A class to manage the creation and deletion of ragdoll animation node factories. More...
struct  iSkeletonRagdollNodeManager2
 A class to manage the creation and deletion of ragdoll animation node factories. More...
struct  iSkeletonRandomNode
 An animation node that selects randomly the sub-nodes to be played. More...
struct  iSkeletonRandomNodeFactory
 Factory for blending nodes playing randomly their sub-nodes. More...
struct  iSkeletonRetargetNode
 An animation node that can retarget an animation from one skeleton to another. More...
struct  iSkeletonRetargetNodeFactory
 Factory for the 'Retarget' animation node. More...
struct  iSkeletonRetargetNodeManager
 A class to manage the creation and deletion of 'Retarget' animation node factories. More...
struct  iSkeletonSpeedNode
 An animation node that takes some animations of the animesh moving at different speed (eg idle, walking, running), and blend them to achieve any custom speed. More...
struct  iSkeletonSpeedNodeFactory
 Factory for the 'speed' animation node. More...
struct  iSkeletonSpeedNodeManager
 A class to manage the creation and deletion of speed animation node factories. More...
struct  iSoftBodyAnimationControl
 Animation control for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More...
struct  iSoftBodyAnimationControl2
 Animation control for a genmesh animated by a CS::Physics::iSoftBody. More...
struct  iSoftBodyAnimationControl2Factory
 Animation control factory for a genmesh animated by a CS::Physics::iSoftBody. More...
struct  iSoftBodyAnimationControl2Type
 Animation control type for a genmesh animated by a CS::Physics::iSoftBody. More...
struct  iSoftBodyAnimationControlFactory
 Animation control factory for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More...
struct  iSoftBodyAnimationControlType
 Animation control type for a genmesh animated by a CS::Physics::Bullet::iSoftBody. More...
class  MocapParser
 Tool for parsing motion capture resource files and importing them into an animation data suitable for the CS::Mesh::iAnimatedMesh. More...
struct  MocapParserResult
 Return structure for CS::Animation::MocapParser::ParseData(). More...
struct  NameBoneMappingHelper
 This helper class can generate a bone mapping by simply taking the corresponding bones that have the same name. More...
class  SkeletonAnimNodeFactory
 Base implementation of a CS::Animation::iSkeletonAnimNodeFactory. More...
class  SkeletonAnimNodeFactoryMulti
 Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with more than one child. More...
class  SkeletonAnimNodeFactorySingle
 Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with a single child. More...
class  SkeletonAnimNodeSingle
 Base implementation of a CS::Animation::iSkeletonAnimNode with a single child. More...
class  SkeletonAnimNodeSingleBase
 Methods of SkeletonAnimNodeSingle not dependent on the factory type. More...
class  SkeletonNoise
 A structure holding the noise components for a iSkeletonNoiseNode animation node. More...

Typedefs

typedef unsigned int EffectorID
 Identifier for an effector within an Inverse Kinematics animation node.

Enumerations

enum  ColliderType { COLLIDER_BOX = 0, COLLIDER_SPHERE, COLLIDER_CYLINDER, COLLIDER_CAPSULE }
 

The type of a collider.

More...
enum  RagdollState {
  STATE_INACTIVE = 0, STATE_DYNAMIC, STATE_KINEMATIC, STATE_INACTIVE = 0,
  STATE_DYNAMIC, STATE_KINEMATIC
}
 

The physical state of a body chain.

More...
enum  RagdollState {
  STATE_INACTIVE = 0, STATE_DYNAMIC, STATE_KINEMATIC, STATE_INACTIVE = 0,
  STATE_DYNAMIC, STATE_KINEMATIC
}
 

The physical state of a body chain.

More...
enum  SkeletonDebugMode {
  DEBUG_NONE = 0, DEBUG_2DLINES = 1 << 1, DEBUG_SQUARES = 1 << 2, DEBUG_IMAGES = 1 << 3,
  DEBUG_BBOXES = 1 << 4, DEBUG_ELLIPSOIDS = 1 << 5
}
 

The visualization mode to be used by the CS::Animation::iSkeletonDebugNode.

More...
enum  SkeletonNoiseChannel { NOISE_ROTATION, NOISE_POSITION }
 

The noise channels to be used by the CS::Animation::iSkeletonNoiseNode.

More...

Skeletal animation



enum  SynchronizationMode { SYNC_NONE, SYNC_FIRSTFRAME }
 

Different synchronization modes.

More...
typedef unsigned int ChannelID
 Identifier for a channel within an animation.
typedef unsigned int KeyFrameID
 Identifier for a keyframe within an animation channel.
typedef unsigned int StateID
 Identifier for a state within a FSM animation node.
static const ChannelID InvalidChannelID = (ChannelID)~0
 ID for an invalid channel.
static const KeyFrameID InvalidKeyframeID = (KeyFrameID)~0
 ID for an invalid keyframe number.
static const StateID InvalidStateID = (StateID)~0
 ID for an invalid state.

Skeleton



typedef size_t BoneID
 Identifier for single bone data.
static const BoneID InvalidBoneID = (BoneID)~0
 ID for an invalid bone.

Detailed Description

Animation-related types.


Typedef Documentation

typedef unsigned int CS::Animation::EffectorID

Identifier for an effector within an Inverse Kinematics animation node.

Definition at line 51 of file ik.h.


Enumeration Type Documentation

The type of a collider.

Enumerator:
COLLIDER_BOX 

Box collider

COLLIDER_SPHERE 

Sphere collider

COLLIDER_CYLINDER 

Cylinder collider

COLLIDER_CAPSULE 

Capsule collider

Definition at line 59 of file bodymesh.h.

The physical state of a body chain.

Enumerator:
STATE_INACTIVE 

The chain is physically inactive.

STATE_DYNAMIC 

The chain is dynamic, ie the motion of the chain is controlled by the dynamic simulation.

STATE_KINEMATIC 

The chain is kinematic, ie the motion of the chain is controlled by the animation system, but its bones do interact with the dynamic simulation.

STATE_INACTIVE 

The chain is physically inactive.

STATE_DYNAMIC 

The chain is dynamic, ie the motion of the chain is controlled by the dynamic simulation.

STATE_KINEMATIC 

The chain is kinematic, ie the motion of the chain is controlled by the animation system, but its bones do interact with the dynamic simulation.

Definition at line 74 of file ragdoll2.h.

The physical state of a body chain.

Enumerator:
STATE_INACTIVE 

The chain is physically inactive.

STATE_DYNAMIC 

The chain is dynamic, ie the motion of the chain is controlled by the dynamic simulation.

STATE_KINEMATIC 

The chain is kinematic, ie the motion of the chain is controlled by the animation system, but its bones do interact with the dynamic simulation.

STATE_INACTIVE 

The chain is physically inactive.

STATE_DYNAMIC 

The chain is dynamic, ie the motion of the chain is controlled by the dynamic simulation.

STATE_KINEMATIC 

The chain is kinematic, ie the motion of the chain is controlled by the animation system, but its bones do interact with the dynamic simulation.

Definition at line 65 of file ragdoll.h.

The visualization mode to be used by the CS::Animation::iSkeletonDebugNode.

Enumerator:
DEBUG_NONE 

No debug shapes are displayed.

DEBUG_2DLINES 

The debug shapes displayed are 2D lines between the bones.

DEBUG_SQUARES 

The debug shapes displayed are 2D squares at the bone positions.

DEBUG_IMAGES 

The debug shapes displayed are images at the bone positions. SetDebugImage() must therefore be used.

DEBUG_BBOXES 

The debug shapes displayed are the bounding boxes of the bones.

DEBUG_ELLIPSOIDS 

The debug shapes displayed are 3D ellipsoids.

Definition at line 63 of file debug.h.

The noise channels to be used by the CS::Animation::iSkeletonNoiseNode.

Enumerator:
NOISE_ROTATION 

The noise functions affect the rotational channel of the bone. Each component of the SkeletonNoise will be interpreted respectively as the X, Y and Z Euler angles of the rotation.

NOISE_POSITION 

The noise functions affect the positional channel of the bone. Each component of the SkeletonNoise will be interpreted respectively as the X, Y and Z components of the positional vector.

Definition at line 66 of file noise.h.


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