Defines a basic hierarchical structure of transformation spaces.
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#include <Skeleton3D.h>
Inherits Object.
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| const Mat4 & | getInverseBindPose () |
| | Returns the inverse bind pose matrix for this joint.
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void | updateWorldMat () |
| | update own world matrix and children's
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const Mat4 & | getWorldMat () |
| | get world matrix
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std::string_view | getName () const |
| | get bone name
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| void | setAnimationValue (float *trans, float *rot, float *scale, void *tag=nullptr, float weight=1.0f) |
| | set animation value
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void | clearBoneBlendState () |
| | clear bone blend states
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| void | setInverseBindPose (const Mat4 &m) |
| | Sets the inverse bind pose matrix.
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| void | setOriPose (const Mat4 &m) |
| | Sets the bone's original pose.
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void | resetPose () |
| | reset pose to origin
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| void | updateJointMatrix (Vec4 *matrixPalette) |
| | Updates the joint matrix.
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| Bone3D * | getParentBone () |
| | bone tree, we do not inherit from Node, Node has too many properties that we do not need.
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ssize_t | getChildBoneCount () const |
| | get child bone count
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Bone3D * | getChildBoneByIndex (int index) const |
| | get child bone by index
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void | addChildBone (Bone3D *bone) |
| | add child bone
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void | removeChildBoneByIndex (int index) |
| | remove child bone by index
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void | removeChildBone (Bone3D *bone) |
| | remove child bone
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void | removeAllChildBone () |
| | remove all child bone
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| void | retain () |
| | Retains the ownership.
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| void | release () |
| | Releases the ownership immediately.
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| Object * | autorelease () |
| | Releases the ownership sometime soon automatically.
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| unsigned int | getReferenceCount () const |
| | Returns the Object's current reference count.
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| uint64_t | getObjectID () const noexcept |
| | Returns the process-local diagnostic identifier assigned at construction.
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| virtual | ~Object () |
| | Destructor.
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static Bone3D * | create (std::string_view id) |
| | Creates C3DBone.
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Defines a basic hierarchical structure of transformation spaces.
@lua NA
◆ getInverseBindPose()
| const Mat4 & getInverseBindPose |
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Returns the inverse bind pose matrix for this joint.
- Returns
- Inverse bind pose matrix.
◆ setAnimationValue()
| void setAnimationValue |
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float * | trans, |
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float * | rot, |
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float * | scale, |
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void * | tag = nullptr, |
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float | weight = 1.0f ) |
set animation value
- Parameters
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| trans | translate vec3 |
| rot | rotation quaternion |
| scale | scale vec3 |
| tag | unique tag, only blend animation between different tags |
| weight | blend weight |
◆ setInverseBindPose()
| void setInverseBindPose |
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const Mat4 & | m | ) |
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Sets the inverse bind pose matrix.
- Parameters
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| m | Mat4 representing the inverse bind pose for this Bone. |
◆ setOriPose()
| void setOriPose |
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const Mat4 & | m | ) |
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Sets the bone's original pose.
- Parameters
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| m | Mat4 representing the original pose for this Bone. |
◆ updateJointMatrix()
| void updateJointMatrix |
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Vec4 * | matrixPalette | ) |
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Updates the joint matrix.
- Parameters
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| matrixPalette | The matrix palette to update. |
◆ getParentBone()
| Bone3D * getParentBone |
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bone tree, we do not inherit from Node, Node has too many properties that we do not need.
A clean Node is needed.
The documentation for this class was generated from the following file: