CrystalSpace

Public API Reference

CS::Animation::iSkeletonNoiseNodeFactory Struct Reference

Factory for the 'noise' animation node (see CS::Animation::iSkeletonNoiseNode). More...

#include <imesh/animnode/noise.h>

Inheritance diagram for CS::Animation::iSkeletonNoiseNodeFactory:

List of all members.

Public Member Functions

virtual void AddBoneNoise (BoneID bone, size_t noiseIndex, SkeletonNoiseChannel channel, float x, float y, csVector3 weight=csVector3(1.0f))=0
 Add a bone noise in order to control the animation of the bone.
virtual size_t AddSkeletonNoise (SkeletonNoise *noise)=0
 Add a skeleton noise to be registered by this animation node.
virtual iSkeletonAnimNodeFactoryGetChildNode () const =0
 Get the child animation node of this node.
virtual void SetChildNode (CS::Animation::iSkeletonAnimNodeFactory *factory)=0
 Set the child animation node of this node.

Detailed Description

Factory for the 'noise' animation node (see CS::Animation::iSkeletonNoiseNode).

This animation node controls the animation of the bones through pseudo-random noise functions from CS::Math::Noise.

Definition at line 132 of file noise.h.


Member Function Documentation

virtual void CS::Animation::iSkeletonNoiseNodeFactory::AddBoneNoise ( BoneID  bone,
size_t  noiseIndex,
SkeletonNoiseChannel  channel,
float  x,
float  y,
csVector3  weight = csVector3(1.0f) 
) [pure virtual]

Add a bone noise in order to control the animation of the bone.

Parameters:
bone The ID of the bone to be animated.
noiseIndex The index of the skeleton noise controlling the animation of the bone. This index is the value returned by AddSkeletonNoise().
channel The channel of the bone that will be controlled by the skeleton noise.
x The X coordinate that will be used to sample the noise components of the given SkeletonNoise. The Z coordinate is the current time stamp since the start of the animation node.
y The Y coordinate that will be used to sample the noise components of the given SkeletonNoise. The Z coordinate is the current time stamp since the start of the animation node.
weight The weight to apply on the values sampled from the noise components of the given SkeletonNoise. Each component of the vector is associated with each component of the skeleton noise.
virtual size_t CS::Animation::iSkeletonNoiseNodeFactory::AddSkeletonNoise ( SkeletonNoise noise  )  [pure virtual]

Add a skeleton noise to be registered by this animation node.

Afterward, the noise module can be referenced through AddBoneNoise() in order to control the animation of a given bone.

Returns:
The index of the skeleton noise.
virtual iSkeletonAnimNodeFactory* CS::Animation::iSkeletonNoiseNodeFactory::GetChildNode (  )  const [pure virtual]

Get the child animation node of this node.

virtual void CS::Animation::iSkeletonNoiseNodeFactory::SetChildNode ( CS::Animation::iSkeletonAnimNodeFactory factory  )  [pure virtual]

Set the child animation node of this node.

It is valid to set a null reference as chid node.


The documentation for this struct was generated from the following file:

Generated for Crystal Space 2.1 by doxygen 1.6.1