const Vector3 & _getBindingPoseInversePosition(void) const
Gets the inverted binding pose position.
void reset(void)
Resets the position and orientation of this Bone to the original binding position.
static const Vector3 ZERO
Node * createChildImpl(void)
See Node.
bool mManuallyControlled
Bones set as manuallyControlled are not reseted in Skeleton::reset()
void setBindingPose(void)
Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were or...
unsigned short mHandle
The numeric handle of this bone.
Bone(const String &name, unsigned short handle, Skeleton *creator)
Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone)
Bone * createChild(unsigned short handle, const Vector3 &translate=Vector3::ZERO, const Quaternion &rotate=Quaternion::IDENTITY)
Creates a new Bone as a child of this bone.
Quaternion mBindDerivedInverseOrientation
The inversed derived orientation of the bone in the binding pose.
void _getOffsetTransform(Matrix4 &m) const
Gets the transform which takes bone space to current from the binding pose.
unsigned short getHandle(void) const
Gets the numeric handle for this bone (unique within the skeleton).
Skeleton * mCreator
Pointer back to creator, for child creation (not smart ptr so child does not preserve parent)
Vector3 mBindDerivedInversePosition
The inversed derived position of the bone in the binding pose.
Implementation of a Quaternion, i.e.
Bone(unsigned short handle, Skeleton *creator)
Constructor, not to be used directly (use Bone::createChild or Skeleton::createBone)
Class encapsulating a standard 4x4 homogeneous matrix.
Vector3 mBindDerivedInverseScale
The inversed derived scale of the bone in the binding pose.
Node * createChildImpl(const String &name)
See Node.
const Quaternion & _getBindingPoseInverseOrientation(void) const
Gets the inverted binding pose orientation.
A collection of Bone objects used to animate a skinned mesh.
void needUpdate(bool forceParentUpdate=false)
static const Quaternion IDENTITY
const Vector3 & _getBindingPoseInverseScale(void) const
Gets the inverted binding pose scale.
Class representing a general-purpose node an articulated scene graph.
bool isManuallyControlled() const
Getter for mManuallyControlled Flag.
Standard 3-dimensional vector.
void setManuallyControlled(bool manuallyControlled)
Sets whether or not this bone is manually controlled.
Copyright © 2012 Torus Knot Software Ltd

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