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29 #ifndef __SkeletonInstance_H__
30 #define __SkeletonInstance_H__
unsigned long long int ResourceHandle
Animation * _getAnimationImpl(const String &name, const LinkedSkeletonAnimationSource **linker=0) const
Internal accessor for animations (returns null if animation does not exist)
LinkedSkeletonAnimSourceIterator getLinkedSkeletonAnimationSourceIterator(void) const
Get an iterator over the linked skeletons used as animation sources.
static const Vector3 ZERO
unsigned short getNumAnimations(void) const
Gets the number of animations on this skeleton.
const String & getName(void) const
Gets resource name.
void unloadImpl(void)
Overridden from Skeleton.
A tagged point on a skeleton, which can be used to attach entities to on specific other entities.
void _refreshAnimationState(AnimationStateSet *animSet)
Refresh an animation set suitable for use with this skeleton.
void _initAnimationState(AnimationStateSet *animSet)
Initialise an animation set suitable for use with this skeleton.
SkeletonPtr mSkeleton
Pointer back to master Skeleton.
void addLinkedSkeletonAnimationSource(const String &skelName, Real scale=1.0f)
Allows you to use the animations from another Skeleton object to animate this skeleton.
Animation * createAnimation(const String &name, Real length)
Creates a new Animation object for animating this skeleton.
unsigned short mNextTagPointAutoHandle
TagPoint automatic handles.
TagPointList mFreeTagPoints
Free tag point list.
Implementation of a Quaternion, i.e.
TagPoint * createTagPointOnBone(Bone *bone, const Quaternion &offsetOrientation=Quaternion::IDENTITY, const Vector3 &offsetPosition=Vector3::ZERO)
Creates a TagPoint ready to be attached to a bone.
void loadImpl(void)
Overridden from Skeleton.
void removeAnimation(const String &name)
Removes an Animation from this skeleton.
list< TagPoint * >::type TagPointList
TagPointList mActiveTagPoints
Active tag point list.
const String & getGroup(void)
Gets the group which this resource is a member of.
SkeletonInstance(const SkeletonPtr &masterCopy)
Constructor, don't call directly, this will be created automatically when you create an Entity based ...
ResourceHandle getHandle(void) const
Animation * getAnimation(const String &name, const LinkedSkeletonAnimationSource **linker=0) const
Returns the named Animation object.
Link to another skeleton to share animations.
Class encapsulating a set of AnimationState objects.
void cloneBoneAndChildren(Bone *source, Bone *parent)
A collection of Bone objects used to animate a skinned mesh.
A SkeletonInstance is a single instance of a Skeleton used by a world object.
static const Quaternion IDENTITY
Animation * getAnimation(unsigned short index) const
Gets a single animation by index.
float Real
Software floating point type.
void freeTagPoint(TagPoint *tagPoint)
Frees a TagPoint that already attached to a bone.
void removeAllLinkedSkeletonAnimationSources(void)
Remove all links to other skeletons for the purposes of sharing animation.
Standard 3-dimensional vector.
Concrete IteratorWrapper for const access to the underlying container.
Copyright © 2012 Torus Knot Software Ltd

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