71 Bone* createChild(
unsigned short handle,
76 unsigned short getHandle(
void)
const;
81 void setBindingPose(
void);
103 void setManuallyControlled(
bool manuallyControlled);
106 bool isManuallyControlled()
const;
113 void _getOffsetTransform(
Matrix4& m)
const;
123 void needUpdate(
bool forceParentUpdate =
false);
134 Node* createChildImpl(
void);
Implementation of a Quaternion, i.e.
A collection of Bone objects used to animate a skinned mesh.
unsigned short mHandle
The numeric handle of this bone.
Quaternion mBindDerivedInverseOrientation
The inversed derived orientation of the bone in the binding pose.
Class encapsulating a standard 4x4 homogeneous matrix.
Standard 3-dimensional vector.
Class representing a general-purpose node an articulated scene graph.
Vector3 mBindDerivedInversePosition
The inversed derived position of the bone in the binding pose.
Skeleton * mCreator
Pointer back to creator, for child creation (not smart ptr so child does not preserve parent) ...
bool mManuallyControlled
Bones set as manuallyControlled are not reseted in Skeleton::reset()
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info...
const Vector3 & _getBindingPoseInverseScale(void) const
Gets the inverted binding pose scale.
static const Quaternion IDENTITY
Vector3 mBindDerivedInverseScale
The inversed derived scale of the bone in the binding pose.
const Quaternion & _getBindingPoseInverseOrientation(void) const
Gets the inverted binding pose orientation.
static const Vector3 ZERO
const Vector3 & _getBindingPoseInversePosition(void) const
Gets the inverted binding pose position.