#include <Joint.h>
Classes | |
struct | SkinReference |
Public Member Functions | |
Node::Type | getType () const |
Scene * | getScene () const |
const Matrix & | getInverseBindPose () const |
Protected Member Functions | |
Joint (const char *id) | |
virtual | ~Joint () |
virtual Node * | cloneSingleNode (NodeCloneContext &context) const |
void | setInverseBindPose (const Matrix &m) |
void | updateJointMatrix (const Matrix &bindShape, Vector4 *matrixPalette) |
void | transformChanged () |
Static Protected Member Functions | |
static Joint * | create (const char *id) |
Defines a joint node.
This represent a joint in a skeleton that is hierarchially part of a MeshSkin. This allows the vertices in the mesh to be blended and animated using the sum of the blend weight that must add up to 1.0.
gameplay::Joint::Joint | ( | const char * | id | ) | [protected] |
Constructor.
virtual gameplay::Joint::~Joint | ( | ) | [protected, virtual] |
Destructor.
virtual Node* gameplay::Joint::cloneSingleNode | ( | NodeCloneContext & | context | ) | const [protected, virtual] |
Clones a single node and its data but not its children. This method returns a node pointer but actually creates a Joint.
context | The clone context. |
Reimplemented from gameplay::Node.
static Joint* gameplay::Joint::create | ( | const char * | id | ) | [static, protected] |
Creates a new joint with the given id.
id | ID string. |
Reimplemented from gameplay::Node.
const Matrix& gameplay::Joint::getInverseBindPose | ( | ) | const |
Returns the inverse bind pose matrix for this joint.
Scene* gameplay::Joint::getScene | ( | ) | const [virtual] |
Reimplemented from gameplay::Node.
Node::Type gameplay::Joint::getType | ( | ) | const [virtual] |
Reimplemented from gameplay::Node.
void gameplay::Joint::setInverseBindPose | ( | const Matrix & | m | ) | [protected] |
void gameplay::Joint::transformChanged | ( | ) | [protected, virtual] |
Called when this Joint's transform changes.
Reimplemented from gameplay::Node.
void gameplay::Joint::updateJointMatrix | ( | const Matrix & | bindShape, |
Vector4 * | matrixPalette | ||
) | [protected] |
Updates the joint matrix.
bindShape | The bind shape matrix. |
matrixPalette | The matrix palette to update. |