CrystalSpace

Public API Reference

CS::Animation::iSkeletonRagdollNodeFactory Struct Reference

Factory for the ragdoll animation node. More...

#include <imesh/animnode/ragdoll.h>

Inheritance diagram for CS::Animation::iSkeletonRagdollNodeFactory:

List of all members.

Public Member Functions

virtual void AddBodyChain (iBodyChain *chain, RagdollState state=STATE_INACTIVE)=0
 Add a new body chain to the ragdoll animation node.
virtual
CS::Animation::iBodySkeleton
GetBodySkeleton () const =0
 Get the physical description of the skeleton.
virtual iSkeletonAnimNodeFactoryGetChildNode () const =0
 Return the child animation node of this node.
virtual iDynamicSystemGetDynamicSystem () const =0
 Get the default dynamic system where the rigid bodies created by the child animation nodes will be evolving.
virtual void RemoveBodyChain (iBodyChain *chain)=0
 Remove the chain from the ragdoll animation node.
virtual void SetBodySkeleton (CS::Animation::iBodySkeleton *skeleton)=0
 Set the physical description of the skeleton.
virtual void SetChildNode (iSkeletonAnimNodeFactory *node)=0
 Set the child animation node of this node.
virtual void SetDynamicSystem (iDynamicSystem *system)=0
 Set the default dynamic system where the rigid bodies created by the child animation nodes will be evolving.

Detailed Description

Factory for the ragdoll animation node.

Definition at line 80 of file ragdoll.h.


Member Function Documentation

virtual void CS::Animation::iSkeletonRagdollNodeFactory::AddBodyChain ( iBodyChain chain,
RagdollState  state = STATE_INACTIVE 
) [pure virtual]

Add a new body chain to the ragdoll animation node.

The dynamic state of each body chain can be set separately.

Parameters:
state The initial state of the body chain.
virtual CS::Animation::iBodySkeleton* CS::Animation::iSkeletonRagdollNodeFactory::GetBodySkeleton (  )  const [pure virtual]

Get the physical description of the skeleton.

virtual iSkeletonAnimNodeFactory* CS::Animation::iSkeletonRagdollNodeFactory::GetChildNode (  )  const [pure virtual]

Return the child animation node of this node.

virtual iDynamicSystem* CS::Animation::iSkeletonRagdollNodeFactory::GetDynamicSystem (  )  const [pure virtual]

Get the default dynamic system where the rigid bodies created by the child animation nodes will be evolving.

virtual void CS::Animation::iSkeletonRagdollNodeFactory::RemoveBodyChain ( iBodyChain chain  )  [pure virtual]

Remove the chain from the ragdoll animation node.

virtual void CS::Animation::iSkeletonRagdollNodeFactory::SetBodySkeleton ( CS::Animation::iBodySkeleton skeleton  )  [pure virtual]

Set the physical description of the skeleton.

virtual void CS::Animation::iSkeletonRagdollNodeFactory::SetChildNode ( iSkeletonAnimNodeFactory node  )  [pure virtual]

Set the child animation node of this node.

The ragdoll animation node will add its control on top of the animation of the child node. This child node is not mandatory.

The orientation/position values of the bones that are in state CS::Animation::STATE_INACTIVE or CS::Animation::STATE_KINEMATIC will be read from the child node, while the bones in state CS::Animation::STATE_DYNAMIC will be overwriten by this node.

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

virtual void CS::Animation::iSkeletonRagdollNodeFactory::SetDynamicSystem ( iDynamicSystem system  )  [pure virtual]

Set the default dynamic system where the rigid bodies created by the child animation nodes will be evolving.


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

Generated for Crystal Space 2.1 by doxygen 1.6.1