DigitalSpaces::DIOGREBone Struct Reference
[Ogre]

#include <OGREInterfaces.h>

Inherits DigitalSpaces::DIObjectBase.


Public Member Functions

DIOGREBoneCreateChild (unsigned short handle)
 Creates a new Bone as a child of this bone.
DIOGREBoneCreateChild (unsigned short handle, in_Vector3f *translate, in_Quaternionf *rotate)
unsigned short GetHandle (void)
 Gets the numeric handle for this bone (unique within the skeleton).
void SetBindingPose (void)
 Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.
void Reset (void)
 Resets the position and orientation of this Bone to the original binding position.
void SetManuallyControlled (bool manuallyControlled)
 Sets whether or not this bone is manually controlled.
bool IsManuallyControlled ()
 Getter for mManuallyControlled Flag.

Member Function Documentation

DIOGREBone* DigitalSpaces::DIOGREBone::CreateChild ( unsigned short  handle  ) 

Creates a new Bone as a child of this bone.

Remarks:
This method creates a new bone which will inherit the transforms of this bone, with the handle specified.
Parameters:
handle The numeric handle to give the new bone; must be unique within the Skeleton.
translate Initial translation offset of child relative to parent
rotate Initial rotation relative to parent

DIOGREBone* DigitalSpaces::DIOGREBone::CreateChild ( unsigned short  handle,
in_Vector3f translate,
in_Quaternionf rotate 
)

unsigned short DigitalSpaces::DIOGREBone::GetHandle ( void   ) 

Gets the numeric handle for this bone (unique within the skeleton).

void DigitalSpaces::DIOGREBone::SetBindingPose ( void   ) 

Sets the current position / orientation to be the 'binding pose' ie the layout in which bones were originally bound to a mesh.

void DigitalSpaces::DIOGREBone::Reset ( void   ) 

Resets the position and orientation of this Bone to the original binding position.

Remarks:
Bones are bound to the mesh in a binding pose. They are then modified from this position during animation. This method returns the bone to it's original position and orientation.

void DigitalSpaces::DIOGREBone::SetManuallyControlled ( bool  manuallyControlled  ) 

Sets whether or not this bone is manually controlled.

Remarks:
Manually controlled bones can be altered by the application at runtime, and their positions will not be reset by the animation routines. Note that you should also make sure that there are no AnimationTrack objects referencing this bone, or if there are, you should disable them using pAnimation->destroyTrack(pBone->getHandle());

bool DigitalSpaces::DIOGREBone::IsManuallyControlled (  ) 

Getter for mManuallyControlled Flag.


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

Generated on Sun Aug 31 17:46:31 2008 for Digital Spaces by  doxygen 1.5.6