List of all members.
Detailed Description
Animation joints are the foundation of animation skeletons (used for skeletal animations).
- See also:
- AnimationSkeleton.
Constructor & Destructor Documentation
| sp::scene::AnimationJoint::~AnimationJoint |
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[virtual] |
Member Function Documentation
| void sp::scene::AnimationJoint::addChild |
( |
AnimationJoint * |
Child |
) |
[inline, protected] |
| bool sp::scene::AnimationJoint::checkParentIncest |
( |
AnimationJoint * |
Joint |
) |
const [protected] |
| const std::vector<AnimationJoint*>& sp::scene::AnimationJoint::getChildren |
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const [inline] |
Returns the joint children list.
| bool sp::scene::AnimationJoint::getEnable |
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const [inline] |
| dim::matrix4f sp::scene::AnimationJoint::getGlobalTransformation |
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const [virtual] |
Returns the global joint transformation.
| dim::matrix4f sp::scene::AnimationJoint::getOriginMatrix |
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const [inline] |
Returns the final origin matrix which will be computed when the "AnimationSkeleton::updateSkeleton" function is called.
| Transformation sp::scene::AnimationJoint::getOriginTransformation |
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const [inline] |
| AnimationJoint* sp::scene::AnimationJoint::getParent |
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const [inline] |
| Transformation& sp::scene::AnimationJoint::getTransformation |
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[inline] |
| const Transformation& sp::scene::AnimationJoint::getTransformation |
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const [inline] |
| std::vector<SVertexGroup>& sp::scene::AnimationJoint::getVertexGroups |
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[inline] |
| const std::vector<SVertexGroup>& sp::scene::AnimationJoint::getVertexGroups |
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const [inline] |
| dim::matrix4f sp::scene::AnimationJoint::getVertexTransformation |
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const [virtual] |
Returns the final vertex transformation. Use this to transform the vertices by yourself.
| void sp::scene::AnimationJoint::removeChild |
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AnimationJoint * |
Child |
) |
[inline, protected] |
| void sp::scene::AnimationJoint::setEnable |
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bool |
Enable |
) |
[inline] |
Enables or disables the bone. If disabled the bone won't be transformed automatically by the animation but you can still transform it manual. By default enabled.
- Todo:
- RENAME this to "setAutoTransform"
| void sp::scene::AnimationJoint::setOriginTransformation |
( |
const Transformation & |
Transform |
) |
[inline] |
Sets the new (local) origin transformation. Internally the origin transformation is stored as inverse matrix.
| void sp::scene::AnimationJoint::setParent |
( |
AnimationJoint * |
Parent |
) |
[inline, protected] |
| void sp::scene::AnimationJoint::setTransformation |
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const Transformation & |
Transform |
) |
[inline] |
Sets the new (local) current transformation.
| void sp::scene::AnimationJoint::setVertexGroups |
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const std::vector< SVertexGroup > & |
VertexGroups |
) |
[inline] |
Sets the vertex groups list.
| void sp::scene::AnimationJoint::transformVertices |
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scene::Mesh * |
MeshObj, |
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dim::matrix4f |
BaseMatrix, |
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bool |
useTangentSpace | |
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) |
| | const [protected] |
Transforms the vertices of the specified Mesh object. Which vertices will be transformed depends on the bone's vertex groups.
- Parameters:
-
| [in] | MeshObj | Specifies the mesh object which vertices are to be transformed. This pointer must never be null! |
| [in] | BaseMatrix,: | Specifies the base matrix transformation. If the bone has a parent this matrix should be its parent's matrix transformation. |
| [in] | useTangentSpace,: | Specifies whether tanget space is used or not. |
- Note:
- The pointer is not checked for validity!
Friends And Related Function Documentation
The documentation for this class was generated from the following files:
- D:/SoftwareEntwicklung/C++/HLC/Tools/SoftPixelEngine/repository/sources/SceneGraph/Animation/spAnimationJoint.hpp
- D:/SoftwareEntwicklung/C++/HLC/Tools/SoftPixelEngine/repository/sources/SceneGraph/Animation/spAnimationJoint.cpp