#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. |
1.7.6.1