CS::Animation::iSkeletonRagdollNode2 Struct Reference
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...
#include <imesh/animnode/ragdoll2.h>

Public Member Functions | |
| virtual RagdollState | GetBodyChainState (iBodyChain *chain) const =0 |
| Get the physical state of the given body chain. | |
| virtual BoneID | GetBone (RagdollState state, uint index) const =0 |
| Get a bone from its index. | |
| virtual uint | GetBoneCount (RagdollState state) const =0 |
| Get the count of bones in the given physical state. | |
| virtual CS::Physics::iJoint * | GetBoneJoint (const BoneID bone)=0 |
| Get the joint of the given bone. | |
| virtual CS::Physics::iRigidBody * | GetBoneRigidBody (BoneID bone)=0 |
| Get the rigid body of the given bone. | |
| virtual CS::Physics::iPhysicalSector * | GetPhysicalSector () const =0 |
| Get the physical sector where the rigid bodies are evolving. | |
| virtual CS::Physics::iPhysicalSystem * | GetPhysicalSystem () const =0 |
| Get the dynamic system. | |
| virtual BoneID | GetRigidBodyBone (CS::Physics::iRigidBody *body) const =0 |
| Get the bone associated with the given rigid body, or CS::Animation::InvalidBoneID if the given rigid body is not part of this physical body. | |
| virtual void | ResetChainTransform (iBodyChain *chain)=0 |
| Reset the transform of each rigid body of the chain to the initial 'bind' transform. | |
| virtual void | SetBodyChainState (iBodyChain *chain, RagdollState state)=0 |
| Set the body chain in the given physical state. | |
| virtual void | SetPhysicalSector (CS::Physics::iPhysicalSector *sector)=0 |
| Set the physical sector where the rigid bodies are evolving. | |
| virtual void | SetPhysicalSystem (CS::Physics::iPhysicalSystem *system)=0 |
| Set the dynamic system. | |
Detailed Description
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.
Definition at line 149 of file ragdoll2.h.
Member Function Documentation
| virtual RagdollState CS::Animation::iSkeletonRagdollNode2::GetBodyChainState | ( | iBodyChain * | chain | ) | const [pure virtual] |
Get the physical state of the given body chain.
| virtual BoneID CS::Animation::iSkeletonRagdollNode2::GetBone | ( | RagdollState | state, | |
| uint | index | |||
| ) | const [pure virtual] |
Get a bone from its index.
| virtual uint CS::Animation::iSkeletonRagdollNode2::GetBoneCount | ( | RagdollState | state | ) | const [pure virtual] |
Get the count of bones in the given physical state.
| virtual CS::Physics::iJoint* CS::Animation::iSkeletonRagdollNode2::GetBoneJoint | ( | const BoneID | bone | ) | [pure virtual] |
Get the joint of the given bone.
| virtual CS::Physics::iRigidBody* CS::Animation::iSkeletonRagdollNode2::GetBoneRigidBody | ( | BoneID | bone | ) | [pure virtual] |
Get the rigid body of the given bone.
| virtual CS::Physics::iPhysicalSector* CS::Animation::iSkeletonRagdollNode2::GetPhysicalSector | ( | ) | const [pure virtual] |
Get the physical sector where the rigid bodies are evolving.
| virtual CS::Physics::iPhysicalSystem* CS::Animation::iSkeletonRagdollNode2::GetPhysicalSystem | ( | ) | const [pure virtual] |
Get the dynamic system.
| virtual BoneID CS::Animation::iSkeletonRagdollNode2::GetRigidBodyBone | ( | CS::Physics::iRigidBody * | body | ) | const [pure virtual] |
Get the bone associated with the given rigid body, or CS::Animation::InvalidBoneID if the given rigid body is not part of this physical body.
| virtual void CS::Animation::iSkeletonRagdollNode2::ResetChainTransform | ( | iBodyChain * | chain | ) | [pure virtual] |
Reset the transform of each rigid body of the chain to the initial 'bind' transform.
This can be used only on chains that are in a dynamic state.
Use this when the bone where the chain is attached is moved abruptly (ie when the whole mesh is moved sharply, or when the transition of the animation is not continuous). Otherwise, letting the dynamic simulation handle such a radical teleportation might lead to an unstable and unwanted behavior.
| virtual void CS::Animation::iSkeletonRagdollNode2::SetBodyChainState | ( | iBodyChain * | chain, | |
| RagdollState | state | |||
| ) | [pure virtual] |
Set the body chain in the given physical state.
| virtual void CS::Animation::iSkeletonRagdollNode2::SetPhysicalSector | ( | CS::Physics::iPhysicalSector * | sector | ) | [pure virtual] |
Set the physical sector where the rigid bodies are evolving.
It is valid to provide a null system, in this case the bodies already created will be removed from any dynamic system.
| virtual void CS::Animation::iSkeletonRagdollNode2::SetPhysicalSystem | ( | CS::Physics::iPhysicalSystem * | system | ) | [pure virtual] |
Set the dynamic system.
The documentation for this struct was generated from the following file:
- imesh/animnode/ragdoll2.h
Generated for Crystal Space 2.1 by doxygen 1.6.1
