CrystalSpace

Public API Reference

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>

Inheritance diagram for CS::Animation::iSkeletonRagdollNode2:

List of all members.

Public Member Functions

virtual BoneID FindBone (CS::Physics::iRigidBody *body) const =0
 Find a bone from its associated rigid body.
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::iJointGetBoneJoint (const BoneID bone)=0
 Get the joint of the given bone.
virtual CS::Physics::iRigidBodyGetBoneRigidBody (BoneID bone)=0
 Get the rigid body of the given bone.
virtual RagdollState GetChainState (iSkeletonChain *chain) const =0
 Get the physical state of the given body chain.
virtual void ResetChainTransform (iSkeletonChain *chain)=0
 Reset the transform of each rigid body of the chain to the initial 'bind' transform.
virtual void SetChainState (iSkeletonChain *chain, RagdollState state)=0
 Set the body chain in the given physical state.

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 130 of file ragdoll2.h.


Member Function Documentation

virtual BoneID CS::Animation::iSkeletonRagdollNode2::FindBone ( CS::Physics::iRigidBody body  )  const [pure virtual]

Find a bone from its associated rigid body.

Return CS::Animation::InvalidBoneID if the given rigid body is not part of this ragdoll node.

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 RagdollState CS::Animation::iSkeletonRagdollNode2::GetChainState ( iSkeletonChain chain  )  const [pure virtual]

Get the physical state of the given body chain.

virtual void CS::Animation::iSkeletonRagdollNode2::ResetChainTransform ( iSkeletonChain 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::SetChainState ( iSkeletonChain chain,
RagdollState  state 
) [pure virtual]

Set the body chain in the given physical state.


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

Generated for Crystal Space 2.1 by doxygen 1.6.1