CrystalSpace

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CS::Animation::iBodySkeleton Struct Reference

This class holds the physical description of the skeleton of an animated mesh. More...

#include <imesh/bodymesh.h>

Inheritance diagram for CS::Animation::iBodySkeleton:
iBase

List of all members.

Public Member Functions

virtual void ClearAll ()=0
 Delete all body bones and all body chains.
virtual void ClearBodyBones ()=0
 Delete all body bones.
virtual void ClearBodyChains ()=0
 Delete all body chains.
virtual iBodyBoneCreateBodyBone (BoneID boneID)=0
 Create a new body bone.
virtual iBodyChainCreateBodyChain (const char *name, BoneID rootBone)=0
 Create a new body chain, ie a subtree of the animesh skeleton.
virtual iBodyBoneFindBodyBone (const char *name) const =0
 Find a body bone from the name of the associated animesh bone.
virtual iBodyBoneFindBodyBone (BoneID bone) const =0
 Find a body bone from the ID of the associated animesh bone.
virtual iBodyChainFindBodyChain (const char *name) const =0
 Find a body chain from its name.
virtual const char * GetName () const =0
 Return the name of the body skeleton.
virtual iSkeletonFactoryGetSkeletonFactory () const =0
 Get the skeleton factory associated with this body skeleton.

Detailed Description

This class holds the physical description of the skeleton of an animated mesh.

For each relevant bone of the skeleton, one has to define an CS::Animation::iBodyBone that will hold the colliders, joint and properties of the bone. Subtrees of the skeleton are defined through the CS::Animation::iBodyChain object.

Definition at line 78 of file bodymesh.h.


Member Function Documentation

virtual void CS::Animation::iBodySkeleton::ClearAll ( ) [pure virtual]

Delete all body bones and all body chains.

virtual void CS::Animation::iBodySkeleton::ClearBodyBones ( ) [pure virtual]

Delete all body bones.

virtual void CS::Animation::iBodySkeleton::ClearBodyChains ( ) [pure virtual]

Delete all body chains.

virtual iBodyBone* CS::Animation::iBodySkeleton::CreateBodyBone ( BoneID  boneID) [pure virtual]

Create a new body bone.

Parameters:
boneIDThe ID of the animesh bone associated to the body bone.
virtual iBodyChain* CS::Animation::iBodySkeleton::CreateBodyChain ( const char *  name,
BoneID  rootBone 
) [pure virtual]

Create a new body chain, ie a subtree of the animesh skeleton.

Parameters:
nameThe name of the body chain.
rootBoneThe root of the body chain.
Returns:
The body chain upon success, nullptr if there was a problem.
virtual iBodyBone* CS::Animation::iBodySkeleton::FindBodyBone ( const char *  name) const [pure virtual]

Find a body bone from the name of the associated animesh bone.

virtual iBodyBone* CS::Animation::iBodySkeleton::FindBodyBone ( BoneID  bone) const [pure virtual]

Find a body bone from the ID of the associated animesh bone.

virtual iBodyChain* CS::Animation::iBodySkeleton::FindBodyChain ( const char *  name) const [pure virtual]

Find a body chain from its name.

virtual const char* CS::Animation::iBodySkeleton::GetName ( ) const [pure virtual]

Return the name of the body skeleton.

Get the skeleton factory associated with this body skeleton.


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

Generated for Crystal Space 2.0 by doxygen 1.7.6.1