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Public API Reference |
A skeleton factory is an object defining the base pose and topology from which CS::Animation::iSkeleton instances can be created. More...
#include <imesh/skeleton2.h>
Public Member Functions | |
| virtual csPtr< iSkeleton > | CreateSkeleton ()=0 |
| Create a skeleton instance from this skeleton factory. | |
| virtual csString | Description () const =0 |
| Return a textual representation of the bone tree of this skeleton factory. | |
| virtual iSkeletonAnimPacketFactory * | GetAnimationPacket () const =0 |
| Get the animation packet associated with this skeleton. | |
| virtual bool | GetAutoStart ()=0 |
| Set whether or not the skeleton should start its animation automatically after its initialization. | |
| virtual const csArray < CS::Animation::BoneID > & | GetBoneOrderList ()=0 |
| Return an ordered list of the bones. | |
| virtual const char * | GetName () const =0 |
| Get the name of the skeleton factory. | |
| virtual void | SetAnimationPacket (iSkeletonAnimPacketFactory *fact)=0 |
| Set the animation packet associated with this skeleton. | |
| virtual void | SetAutoStart (bool autostart)=0 |
| Set whether or not the skeleton should start its animation automatically after its initialization. | |
Bone handling | |
| virtual BoneID | CreateBone (BoneID parent=CS::Animation::InvalidBoneID)=0 |
| Create a new bone with the given parent bone. | |
| virtual BoneID | FindBone (const char *name) const =0 |
| Find the ID of a bone from its name. | |
| virtual void | RemoveBone (BoneID bone)=0 |
| Remove a bone from the skeleton. | |
| virtual BoneID | GetBoneParent (BoneID bone) const =0 |
| Get the ID of the parent of the given bone. | |
| virtual bool | HasBone (BoneID bone) const =0 |
| Return true if the bone with the given ID exists within this skeleton factory. | |
| virtual void | SetBoneName (BoneID bone, const char *name)=0 |
| Set a name of a bone for later identificaton. | |
| virtual const char * | GetBoneName (BoneID bone) const =0 |
| Get the name of a bone. | |
| virtual BoneID | GetTopBoneID () const =0 |
| Get the highest bone ID used in skeleton. | |
| virtual void | GetTransformBoneSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
| Get the transform of the bone in bone space. | |
| virtual void | SetTransformBoneSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
| Set the transform of the bone in bone space. | |
| virtual void | GetTransformAbsSpace (BoneID bone, csQuaternion &rot, csVector3 &offset) const =0 |
| Get the transform of the bone in absolute space. | |
| virtual void | SetTransformAbsSpace (BoneID bone, const csQuaternion &rot, const csVector3 &offset)=0 |
| Set the transform of the bone in absolute space. | |
A skeleton factory is an object defining the base pose and topology from which CS::Animation::iSkeleton instances can be created.
A note on coordinate spaces, cause there are a few to keep track of. Within the skeleton factory there are two types coordinate spaces:
Definition at line 124 of file skeleton2.h.