#include <GBone.h>
Public Member Functions | |
GBone () | |
bone rotations | |
GBoundingBox * | GetBoundingBox (void) |
acquire pointer to the bones boundingbox | |
int | Init (void) |
acquire pointer to the bones boundingbox | |
int | Draw (double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS) |
Draw bone with no bone selected. | |
int | Draw (double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS, int SelectedBone) |
Draw bone with no bone selected. | |
int | DrawSprites (double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS) |
draw bone | |
int | CountChildren (void) |
count bone children | |
GBone * | GetBoneForIndex (int _index) |
count bone children | |
GBone * | GetBoneForName (char *_name) |
acquire pointer to attached child-bone with index _index | |
int | Reset (void) |
acquire pointer to attached child-bone with index _index | |
int | Rebuild (GMatrix16 *Transformations) |
reset a bone and all children | |
int | Rotate (GBone *parentbone, float pitch, float yaw, float azimuth) |
rebuild skeleton | |
int | ApplyTransformation (GMatrix16 Transformations) |
rotate a bone | |
int | Move (GVec4f v) |
apply transformations to bone | |
int | SetPosition (GVec4f v) |
Public Attributes | |
int | index |
int | parent |
bone index | |
char | name [60] |
bone parent index | |
GVec4f | translation |
bone name | |
GVec4f | position |
bone translation, in world space. should only apply to root bone under normal circumstances | |
GVec4f | transformed_position |
bone position, in model space | |
GMatrix16 | transformationmatrix |
bone position after transformation matrix is applied | |
GMatrix16 | TRANSLATION |
bone transformation matrix | |
GMatrix16 | XROTATION |
bone translation matrix (from reference pose) | |
GMatrix16 | YROTATION |
bone rotation matrix (from reference pose) | |
GMatrix16 | ZROTATION |
bone rotation matrix (from reference pose) | |
GMatrix16 | INVERSE_TRANSLATION |
bone rotation matrix (from reference pose) | |
GMatrix16 | ACCUMULATION_MATRIX |
matrix to translate bone to coordinate center (from reference pose) | |
GBoundingBox * | boundingbox |
TRANSLATION * ROTATION * INVERSE_TRANSLATION. | |
vector< GBone * > | children |
bone bounding box | |
GVec4f | rotations |
children bones |
GBone::GBone | ( | ) |
bone rotations
int GBone::ApplyTransformation | ( | GMatrix16 | Transformations | ) |
rotate a bone
int GBone::CountChildren | ( | void | ) |
count bone children
int GBone::Draw | ( | double | time, | |
double | dtime, | |||
GMatrix16 * | viewmatrix, | |||
GMatrix16 * | worldmatrix, | |||
int | FLAGS, | |||
int | SelectedBone | |||
) |
Draw bone with no bone selected.
int GBone::Draw | ( | double | time, | |
double | dtime, | |||
GMatrix16 * | viewmatrix, | |||
GMatrix16 * | worldmatrix, | |||
int | FLAGS | |||
) | [virtual] |
Draw bone with no bone selected.
Implements GGraphicsObject.
int GBone::DrawSprites | ( | double | time, | |
double | dtime, | |||
GMatrix16 * | viewmatrix, | |||
GMatrix16 * | worldmatrix, | |||
int | FLAGS | |||
) | [virtual] |
draw bone
Implements GGraphicsObject.
GBone * GBone::GetBoneForIndex | ( | int | _index | ) |
count bone children
acquire pointer to attached child-bone with index _index
GBone * GBone::GetBoneForName | ( | char * | _name | ) |
acquire pointer to attached child-bone with index _index
GBoundingBox * GBone::GetBoundingBox | ( | void | ) |
acquire pointer to the bones boundingbox
int GBone::Init | ( | void | ) |
acquire pointer to the bones boundingbox
int GBone::Move | ( | GVec4f | v | ) | [virtual] |
apply transformations to bone
Reimplemented from GGraphicsObject.
int GBone::Rebuild | ( | GMatrix16 * | Transformations | ) |
reset a bone and all children
int GBone::Reset | ( | void | ) |
acquire pointer to attached child-bone with index _index
reset a bone and all children
int GBone::Rotate | ( | GBone * | parentbone, | |
float | pitch, | |||
float | yaw, | |||
float | azimuth | |||
) |
rebuild skeleton
int GBone::SetPosition | ( | GVec4f | v | ) |
matrix to translate bone to coordinate center (from reference pose)
TRANSLATION * ROTATION * INVERSE_TRANSLATION.
vector<GBone*> GBone::children |
bone bounding box
int GBone::index |
bone rotation matrix (from reference pose)
char GBone::name[60] |
bone parent index
int GBone::parent |
bone index
bone translation, in world space. should only apply to root bone under normal circumstances
children bones
bone position after transformation matrix is applied
bone position, in model space
bone name
bone transformation matrix
bone translation matrix (from reference pose)
bone rotation matrix (from reference pose)
bone rotation matrix (from reference pose)